// Fragment shader code for metaball precision mediump float; varying vec2 vTexCoord; uniform vec2 uPositionMetaball; uniform vec2 uPositionVar; uniform vec2 uGravityVector; uniform float uRadius; uniform float uRadiusVar; void main() { vec2 adjustedCoords = vTexCoord * 2.0 - 1.0; vec2 finalMetaballPosition = uPositionMetaball + uGravityVector + uPositionVar; float finalRadius = uRadius + uRadiusVar; vec2 distanceVec = adjustedCoords - finalMetaballPosition; float result = dot(distanceVec, distanceVec); float color = inversesqrt(result) * finalRadius; gl_FragColor = vec4(color,color,color,1.0); }