I think you misunderstood me… I’m not looking for the day/night “screen dim”. I want the lights! 
Here are my current shaders. Seem to work pretty sweet
Need to do something about the extra bright light though.
VERTEX SHADER
varying vec4 vertColor;
varying vec3 light1, light2;
varying vec2 lvloffset;
uniform vec2 offset;
uniform float rotation, shadeColor;
uniform vec2 pivot;
uniform vec2 leveloffset;
uniform vec3 l1, l2;
vec3 translateLight(vec3 light) {
light.x -= leveloffset.x;
light.y -= leveloffset.y;
return light;
}
void main() {
lvloffset = leveloffset;
light1 = translateLight(l1);
light2 = translateLight(l2);
vec4 vertex = gl_Vertex;
float rot = rotation;
float x = vertex.x - pivot.x;
float y = vertex.y - pivot.y;
vertex.x = x * cos(rot) - y * sin(rot);
vertex.y = x * sin(rot) + y * cos(rot);
x = vertex.x;
y = vertex.y;
vertex.x = x + offset.x + pivot.x;
vertex.y = y + offset.y + pivot.y;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 vert = gl_ProjectionMatrix * gl_ModelViewMatrix * vertex;
gl_Position = vert;
vec4 sc = vec4(shadeColor, shadeColor, shadeColor, 1);
vertColor = gl_Color * sc;
}
FRAGMENT SHADER
uniform sampler2D tex;
varying vec4 vertColor;
varying vec3 light1, light2;
varying vec2 lvloffset;
float getDist(vec4 vertex, vec3 light) {
float xd = light.x - vertex.x;
float yd = light.y - vertex.y;
if(xd < 0) xd = -xd;
if(yd < 0) yd = -yd;
float dist = sqrt(xd * xd + yd * yd);
return dist;
}
float getShade(float dist, float intensity) {
float min = 64;
if(dist < min) dist = min;
float shade = 0;
shade = intensity / (dist);
return shade;
}
float getFullShade(vec4 vertex, vec3 light) {
float dist = getDist(vertex, light);
float shade = getShade(dist, light.z);
return shade;
}
void main()
{
vec4 color = texture2D(tex, gl_TexCoord[0].st);
//this is not vertex.. I just called it like this.
vec4 vertex = gl_FragCoord;
//my axis start at top-left corner. Need to flip y axis.
vertex.y = 600 - vertex.y;
//scale the "viewport"
// my display is 800, 600 and I did glOrtho(480, 360);
vertex.x /= 1.666666f;
vertex.y /= 1.666666f;
float lightcolor = getFullShade(vertex, light1);
lightcolor += getFullShade(vertex, light2);
vec4 light = vec4(lightcolor, lightcolor, lightcolor, 1);
gl_FragColor = vertColor * color * light;
}