I have a simple GLSL fragment shader that I'm using for 2D lights, is there any way to modify this to implement setting a light's radius and/or intensity? Currently the only modifications available are to the constant/linear/quadratic light attenuation.
Here is the current shader code (not updated to modern OpenGL)
uniform vec2 lightpos;
uniform vec4 lightColor;
uniform float screenHeight;
uniform vec3 lightAttenuation;
uniform float radius; //Doesn't do anything
uniform float intensity; //Doesn't do anything
uniform sampler2D texture;
void main()
{
vec2 pixel=gl_FragCoord.xy;
pixel.y=screenHeight-pixel.y;
vec2 aux=lightpos-pixel;
float distance=length(aux);
float attenuation=1.0/(lightAttenuation.x+lightAttenuation.y*distance+lightAttenuation.z*distance*distance);
vec4 color=vec4(attenuation,attenuation,attenuation,1.0)*lightColor;
gl_FragColor = color;//*texture2D(texture,gl_TexCoord[0].st);
}