#version 450 core layout (std140, binding = 1) uniform LightsBlock { vec4 posBool[20]; vec4 colRad[20]; } ; //uniform int lightID; vec3 lightPos = posBool[gl_Layer].xyz; vec4 lumRad = colRad[gl_Layer]; uniform sampler2D screenTexture; in vec2 gTexPos; out vec4 fColor; void main() { vec3 distVec = texture(screenTexture,gTexPos).xyz - lightPos; float dist = dot(distVec,distVec); if (dist > lumRad.a) {discard;} float x = 1 - dist / lumRad.a ; vec3 c = (x * x * x) * lumRad.rgb ; fColor = vec4(c,0); //fColor = vec4(0.05,0,0,0); }