float area_light_small(vec2 uv) { // dot(uv, uv) is the same as (uv.x*uv.x + uv.y*uv.y) return 1. / dot(uv, uv); } void mainImage( out vec4 fragColor, in vec2 fragCoord ){ vec2 uv = ( fragCoord - .5*iResolution.xy ) / iResolution.y; float v = area_light_small(uv) / 1200.; v = pow(v, 1./2.2); // gamma mapping fragColor=vec4(v); }