           // Radial gradient for fake volumetric light
                            vec2 uv = vUv - uLightPosition;
                            uv.x *= uResolution.x / uResolution.y;

                            float amount = length(uv);
                            amount = pow(amount, uPower);
                            amount *= 1.0 - uAmount;

                            FragColor.rgb += clamp(uLightColor * (1.0 - amount), 0.0, 1.0);

                            FragColor.rgb = dither(FragColor.rgb);
 