- uniform vec4 LightColor0 , LightColor1;
 - uniform vec4 LightPos0 , LightPos1;
 - uniform float LightStrength0 , LightStrength1;
 - varying vec4 vpos; //<- Position des Fragments
 - void main(void)
 - {
 - float d;
 - d = 1.0 - distance(LightPos0,vpos)/LightStrength0;
 - gl_FragColor = LightColor0*d;
 - d = 1.0 - distance(LightPos1,vpos)/LightStrength1;
 - gl_FragColor += LightColor1*d;
 - }
 
