#include "sh_Flashlight.h" // highp precision is necessary for vertex positions to prevent catastrophic failure on GL_ES platforms lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour) { highp float dist = length(diff); highp float flashlightRadius = length(size); return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist)); }