#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; }