#version 330 core

in vec2 worldPosition;

out vec4 color;

uniform vec2 playerPosition;
uniform float torchStrength;

void main() {
    float xDist = worldPosition.x - playerPosition.x;
    float yDist = worldPosition.y - playerPosition.y;
    float brightness = (xDist * xDist + yDist * yDist) / torchStrength;
    color = vec4(0, 0, 0, brightness);
}