#version 130 uniform sampler2D sampler; uniform int numLight; uniform vec2 lightLocation[255]; uniform vec3 lightColor; uniform float amb; void main(){ vec4 color = vec4(0.0f,0.0f,0.0f,0.0f); for(int i = 0; i < numLight; i++){ vec2 loc = lightLocation[i]; float dist = length(loc - gl_FragCoord.xy); float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist); color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 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; }