uniform vec2 lightpos; uniform vec3 lightColor; uniform float screenHeight; uniform vec3 lightAttenuation; uniform float radius; uniform sampler2D texture; void main() { vec2 pixel=gl_FragCoord.xy; pixel.y=screenHeight-pixel.y; vec2 aux=lightpos-pixel; float distance=length(aux); float attenuation=1.0/(lightAttenuation.x+lightAttenuation.y*distance+lightAttenuation.z*distance*distance); vec4 color=vec4(attenuation,attenuation,attenuation,1.0)*vec4(lightColor,1.0); gl_FragColor = color;//*texture2D(texture,gl_TexCoord[0].st); }