#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) out float outFragColor; layout (location = 0) in vec4 inPos; layout (location = 1) in vec3 inLightPos; void main() { // Store distance to light as 32 bit float value vec3 lightVec = inPos.xyz - inLightPos; outFragColor = length(lightVec); }