layout (location = 0) in vec3 inPos;
layout (location = 1) flat in int index;
layout (location = 0) out float outFragColor;
layout(std430, binding = 2) buffer readonly LightInformation {
vec4 light_locations[MAX_LIGHTS];
};
void main() {
outFragColor = length(inPos - light_locations[index].xyz);
}