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#version 130
uniform vec2 lightLocation;
uniform vec3 lightColor;
uniform float screenHeight;
void main(){
float distance = length(lightLocation - gl_FragCoord.xy);
float attenuation = 3.0 / distance;
vec4 color = vec4(attenuation, attenuation, attenuation, pow(attenuation, 3)) * vec4(lightColor, 1);
gl_FragColor = color;
}
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