#version 140

uniform vec2 lightLocation;
uniform vec3 lightColor;
uniform float screenHeight;

void main(){
	float distance = length(lightLocation - gl_FragCoord.xy);
	float attenuation = 1.0 / distance;
	vec4 color = vec4(attenuation, attenuation, attenuation, pow(attenuation, 3)) * vec4(lightColor, 1);
	
	gl_FragColor = color;
}