diff --git a/shaders/compiled/frag_rt_quad.spv b/shaders/compiled/frag_rt_quad.spv
index 216c161..6669b93 100644
Binary files a/shaders/compiled/frag_rt_quad.spv and b/shaders/compiled/frag_rt_quad.spv differ
diff --git a/src/app_data.rs b/src/app_data.rs
index 789c374..f7e5b20 100644
--- a/src/app_data.rs
+++ b/src/app_data.rs
@@ -62,6 +62,7 @@ pub struct AppData {
     pub scene_rt_memory_size: u64,
     // values passed to shader
     pub num_lights_per_volume: u32,
+    pub min_light_weight: f32,
     pub max_iterations_per_light: u32,
     pub diffuse_raster_steps: u32,
     pub diffuse_raster_size: f32,
diff --git a/src/main.rs b/src/main.rs
index db7c7a7..a1a99cd 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -192,6 +192,7 @@ impl App {
         let mut data = app_data::AppData::default();
         data.use_geometry_shader = false;
         data.num_lights_per_volume = 5;
+        data.min_light_weight = 0.0001;
         data.max_iterations_per_light = 20;
         data.diffuse_raster_steps = 0;
         data.diffuse_raster_size = 0.01;
diff --git a/src/scene/empty_volume.rs b/src/scene/empty_volume.rs
index cf265b7..6466572 100644
--- a/src/scene/empty_volume.rs
+++ b/src/scene/empty_volume.rs
@@ -969,12 +969,13 @@ impl EmptyVolume {
         quads
     }
     
-    pub fn select_lights(&self, lights: LightsIter, light_number: u32) -> Vec<u32> {
-        let center = self.position + Vector3{x: self.size_x / 2, y: self.size_y / 2, z: self.size_z / 2};
+    pub fn select_lights(&self, lights: LightsIter, light_number: u32, min_light_weight: f32) -> Vec<u32> {
         let mut weighted_indices = vec![];
-        for light in lights {
-            let weight = light.borrow().weighted_distance(center);
-            weighted_indices.push((weight, light.borrow().get_memory_start()));
+        for light in lights { 
+            let weight = light.borrow().weighted_distance(self.position + self.tree_offset * self.tree_size, Vector3{x: self.size_x, y: self.size_y, z: self.size_z});
+            if weight >= min_light_weight {
+                weighted_indices.push((weight, light.borrow().get_memory_start()));
+            }
         }
         weighted_indices.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
 
@@ -1213,7 +1214,7 @@ impl Memorizable for EmptyVolume {
         v[mem_index] = self.size_z as u32;
         mem_index += 1;
         //Todo: insert lights
-        let selected_lights = self.select_lights(scene.get_light_iter(), data.num_lights_per_volume);
+        let selected_lights = self.select_lights(scene.get_light_iter(), data.num_lights_per_volume, data.min_light_weight);
         for light in selected_lights {
             v[mem_index] = light;
             mem_index += 1;
diff --git a/src/scene/generators.rs b/src/scene/generators.rs
index 3b3a6fa..0552b27 100644
--- a/src/scene/generators.rs
+++ b/src/scene/generators.rs
@@ -54,7 +54,7 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
     let shade = (rng.gen_range(0..25) as f32) / 100.0;
     let cube = Cube {
         pos: vec3(10.0, 10.0, 10.0),
-        color: vec3(0.9, 0.9, 0.9),
+        color: vec3(0.0, 0.0, 0.9),
         tex_coord: vec2(0.0, 0.0),
         transparent: true,
         roughness: 32,
@@ -63,7 +63,7 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
 
     let cube = Cube {
         pos: vec3(10.0, 10.0, 9.0),
-        color: vec3(0.9, 0.9, 0.9),
+        color: vec3(0.0, 0.0, 0.9),
         tex_coord: vec2(0.0, 0.0),
         transparent: true,
         roughness: 32,
@@ -212,7 +212,7 @@ pub fn generate_test_scene2(scene: &mut Scene, data: &mut AppData, chunk_num_x:
         cube.draw(&data.topology, index, scene);
     }
 
-    scene.directional_lights.push(Rc::new(RefCell::new(DirectionalLight { direction: vec3(0.0, 0.0, -1.0), color: vec3(0.1, 0.1, 0.1), memory_start: 0 })));
+    //scene.directional_lights.push(Rc::new(RefCell::new(DirectionalLight { direction: vec3(0.5, 0.0, -1.0), color: vec3(0.1, 0.1, 0.1), memory_start: 0 })));
     scene.oct_trees = oct_trees;
 
     Ok(cgmath::point3((max_x as f32 / 2.0) as f32, (max_y as f32 / 2.0) as f32, height_map[(max_x as f32 / 2.0).floor() as usize][(max_y as f32 / 2.0).floor() as usize] + 2000.0))
diff --git a/src/scene/light.rs b/src/scene/light.rs
index d6a4c82..bf39edc 100644
--- a/src/scene/light.rs
+++ b/src/scene/light.rs
@@ -1,3 +1,4 @@
+use cgmath::AbsDiffEq;
 use cgmath::{InnerSpace, MetricSpace, Vector3};
 
 use crate::vertex;
@@ -12,7 +13,7 @@ pub enum LightType {
 
 pub trait Light {
     fn get_light_type(&self) -> LightType;
-    fn weighted_distance(&self, center: Vector3<usize>) -> f32;
+    fn weighted_distance(&self, pos: Vector3<usize>, size: Vector3<usize>) -> f32;
 }
 
 pub trait LightSource: Light + Memorizable {}
@@ -57,8 +58,53 @@ impl Light for PointLight {
         LightType::POINT
     }
 
-    fn weighted_distance(&self, center: Vector3<usize>) -> f32 {
-        let distance = self.pos.distance(vertex::Vec3{x: center.x as f32, y: center.y as f32, z: center.z as f32});
+    fn weighted_distance(&self, pos: Vector3<usize>, size: Vector3<usize>) -> f32 {
+        let low_end = vertex::Vec3{x: pos.x as f32, y: pos.y as f32, z: pos.z as f32};
+        let high_end = vertex::Vec3{x: (pos.x + size.x) as f32, y: (pos.y + size.y) as f32, z: (pos.z + size.z) as f32};
+        let distance;
+        if low_end.x <= self.pos.x && self.pos.x <= high_end.x && low_end.y <= self.pos.y && self.pos.y <= high_end.y && low_end.z <= self.pos.z && self.pos.z <= high_end.z {
+            let diff_low = self.pos - low_end;
+            let diff_high = self.pos - high_end;
+            distance = diff_low.x.abs().min(diff_low.y.abs().min(diff_low.z.abs().min(diff_high.x.abs().min(diff_high.y.abs().min(diff_high.z.abs())))));
+        } else {
+            let mut offset_vec = vertex::Vec3 {x: 0.0, y: 0.0, z: 0.0};
+            
+            while !(low_end.x <= self.pos.x + offset_vec.x && self.pos.x + offset_vec.x <= high_end.x && low_end.y <= self.pos.y + offset_vec.y && self.pos.y + offset_vec.y <= high_end.y && low_end.z <= self.pos.z + offset_vec.z && self.pos.z + offset_vec.z <= high_end.z) {
+                let diff_low = (self.pos + offset_vec) - low_end;
+                let diff_high = (self.pos + offset_vec) - high_end;
+
+                let mut new_diff = vertex::Vec3 {x: 0.0, y: 0.0, z: 0.0};
+                if diff_low.x.abs() < diff_high.x.abs() {
+                    new_diff.x += diff_low.x;
+                } else {
+                    new_diff.x += diff_high.x;
+                }
+
+                if diff_low.y.abs() < diff_high.y.abs() {
+                    new_diff.y += diff_low.y;
+                } else {
+                    new_diff.y += diff_high.y;
+                }
+
+                if diff_low.z.abs() < diff_high.z.abs() {
+                    new_diff.z += diff_low.z;
+                } else {
+                    new_diff.z += diff_high.z;
+                }
+
+                if ((new_diff.x < new_diff.y || new_diff.y == 0.0) && (new_diff.x < new_diff.z || new_diff.z == 0.0) && new_diff.x != 0.0) {
+                    offset_vec.x -= new_diff.x;
+                } else {
+                    if (new_diff.y < new_diff.z || new_diff.z == 0.0) && new_diff.y != 0.0 {
+                        offset_vec.y -= new_diff.y;
+                    } else {
+                        offset_vec.z -= new_diff.z;
+                    }
+                }
+            }
+
+            distance = offset_vec.magnitude();
+        }
         let light_intensity = self.color.magnitude();
 
         light_intensity / distance.powf(2.0)        
@@ -106,7 +152,7 @@ impl Light for DirectionalLight {
         LightType::DIRECTION
     }
 
-    fn weighted_distance(&self, center: Vector3<usize>) -> f32 {
+    fn weighted_distance(&self, pos: Vector3<usize>, size: Vector3<usize>) -> f32 {
         let light_intensity = self.color.magnitude();
 
         light_intensity