9 uniform vec3 lightPos;
\r
13 float lightDist = length(lightPos - FragPos);
\r
14 float c1 = mod(lightDist, 10);
\r
15 float c2 = mod(lightDist/10, 10);
\r
16 float c3 = mod(lightDist/100, 10);
\r
17 FragColor = vec4(c1, c2, c3, 1);
\r
18 //FragColor = vec4(LocalPos/10, 1);
\r