Implementing Custom Vertex Lighting Shader

I’m working on a 2D project, and am using vertex lighting. I’d like to use a custom shader to apply the lighting, as I don’t want to worry about normals/depth and just want the light strength to be based on distance. Currently, due to z-positioning, lighting is annoyingly difficult to organize, and it makes sense to use a shader that’s designed from a 2D perspective.

How do I make a shader with a custom lighting model? I’ve found topics with people doing that, but I haven’t found any direct tutorials to follow.

HERE is a great starting guide to custom shader programming. Essentially what you want to do is use the inverse of the distance to a lightsource(covered in the series) as a multiplier for your texture color instead of a traditional lighting angle calculation.