#version 100 precision lowp float; uniform float maxMinDistance; uniform float distanceNdcPixelSize; varying vec2 position; uniform sampler2D palette; vec4 readFromPalette(int index) { return texture2D(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5)); } {macroDefinitions} {declarations} void main() { float minDistance = maxMinDistance, objectMinDistance; vec4 color = {backgroundColor}; vec4 objectColor; {functionCalls} gl_FragColor = vec4(color.rgb, minDistance * 8.0 + 0.125); }