#version 130 uniform vec2 lightLocation; uniform vec3 lightColor; uniform float lightStrength; uniform float screenHeight; uniform vec2 rayStart; uniform vec2 rayEnd; uniform sampler2D tex; uniform vec2 resolution; void main(){ float distance = length(lightLocation - gl_FragCoord.xy); float attenuation = lightStrength / distance; vec4 color = vec4(0, 0, 0, 0.8f - pow(attenuation, 3)) * vec4(lightColor, 1); gl_FragColor = color; }