uniform sampler2D penumbraTexture; uniform float lightBrightness; uniform float darkBrightness; void main() { float penumbra = texture2D(penumbraTexture, gl_TexCoord[0].xy).x; float shadow = (lightBrightness - darkBrightness) * penumbra + darkBrightness; gl_FragColor = vec4(vec3(1.0 - shadow), 1.0); }