uniform sampler2D sampler; uniform vec2 lightLocation; uniform vec3 lightColor; uniform float amb; // uniform float lightStrength; //uniform float screenHeight; void main() { float lightAdd = 1.0f; float dist = length(lightLocation - gl_FragCoord.xy); float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist); //vec4 color = vec4(1.0f,1.0f,1.0f,1.0f); vec4 color = vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f); //color = color + vec4((vec3(lightColor.r + amb, lightColor.g + amb, lightColor.b + amb)*0.25f),1.0f); vec2 coords = gl_TexCoord[0].st; vec4 tex = texture2D(sampler, coords); color += vec4(amb,amb,amb,1.0f+amb); gl_FragColor = tex * vec4(color)*tex.a; }