precision mediump float;
uniform vec3 blob1;
uniform vec3 blob2;
uniform vec3 blob3;
uniform float offset;
uniform float threshold;
varying vec2 texCoord;
void main()
{
vec2 fp = texCoord;//vec2(gl_FragCoord[0], gl_FragCoord[1]);
vec2 p1 = vec2(blob1[0], blob1[1]);
float d1 = distance(fp,p1);
float acc = blob1[2]/(d1*d1);
vec2 p2 = vec2(blob2[0], blob2[1]);
float d2 = distance(fp,p2);
acc += blob2[2]/(d2*d2);
vec2 p3 = vec2(blob3[0], blob3[1]);
float d3 = distance(fp,p3);
acc += blob3[2]/(d3*d3);
float col = 1.0-((acc/threshold)-offset);
if (col < 0.35)
{
col = 0.35;
}
gl_FragColor = vec4(col*0.6,col*0.72,col*0.77,1.0);
}