#version 450 core uniform vec3 lightPos; uniform vec4 lumRad; uniform sampler2D screenTexture; in vec2 vTexPos; out vec4 fColor; void main() { vec3 distVec = texture(screenTexture,vTexPos).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); }