Try to set glScissor more sensibly
Not sure what this should be yet though
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@@ -10,6 +10,7 @@ void main() {
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vec3 pos = texture(screenTexture, vTexPos).xyz;
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vec3 distVec = pos - lightPos.xyz;
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float dist = dot(distVec, distVec);
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// float dist = dot(distVec.xy, distVec.xy);
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// if (dist > rad) {
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// discard;
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// }
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