- 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;
- }