@ -5,5 +5,5 @@ vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour)
float dist = length(diff);
float flashlightRadius = length(size);
return vec4(originalColour.xyz, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist));
return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist));
}
@ -6,5 +6,5 @@ vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour)
float alpha = length(smoothstep(size, size * smoothness, diff));
return vec4(originalColour.xyz, alpha);
return originalColour * vec4(1.0, 1.0, 1.0, alpha);