#version 450 core uniform vec3 lightPos; uniform vec4 lumRad; uniform sampler2D screenTexture; in vec2 vTexPos; out vec4 fColor; float rad = lumRad.a; void main() { vec3 distVec = texture(screenTexture, vTexPos).xyz - lightPos; float dist = dot(distVec, distVec); if (dist > rad) { discard; } float x = 1 - dist / rad; vec3 c = (x * x * x) * lumRad.rgb; fColor = vec4(c, 0); }