#version 430 core uniform vec3 lightPos; uniform vec4 lumRad; uniform sampler2D screenTexture; in vec2 vTexPos; out vec4 fColor; void main() { vec3 dField = ( texture(screenTexture,vTexPos).xyz - lightPos ) / lumRad.a; vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ; fColor = vec4(c,0); }