       uniform float numfilters;
        
       varying vec4 aPos;  
-      varying vec4 col;
+     // varying vec4 col;
      
        
       void main() {

  		vec4 fdata = texture2D(filter, vec2(rp[0],rp[1]));  		
  		
  		// if data are selected  
  		if (fdata[0]>=1./256.*numfilters && drawselect>0.5){
  			p_size = p_size +6.;
  			col = vec4(1., 140./250., 0.0, .7); 
  			gl_Position = p;    	
			gl_PointSize = p_size;
  			
  		} else if (drawselect<0.5) {  	
  		   // If not selected then use blue color	   
  		   p_size = p_size+3.;
  		   col = vec4(0., 0., 1.0, 0.5);  		  
  			//gl_Position = p;    	
  			gl_Position = vec4(-2.,-2.,0.,0.);    
			gl_PointSize = 0.;
  		} else {
  			gl_Position = vec4(-2.,-2.,0.,0.);    	
			gl_PointSize = 0.;
  		}
  	
  	  		  

    <script id="heatmap_fShader" type="x-shader/x-fragment">
      precision mediump float;  
 	  varying vec4 aPos;   
	 // varying vec4 col;
 

   		float length(vec2 a, vec2 b){
