Try to add compute shaders
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@@ -32,5 +32,5 @@ float rad = lumRad.a;
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float y = y2;
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float x = 1 - dist / rad;
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vec3 c = y* (x * x * x) * lumRad.rgb;
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fColor = vec4(c, 0);
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fColor = vec4(c, 1);
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}
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