diff --git a/shaders/compiled/frag_rt_quad.spv b/shaders/compiled/frag_rt_quad.spv
index 70c2c6a..c161614 100644
Binary files a/shaders/compiled/frag_rt_quad.spv and b/shaders/compiled/frag_rt_quad.spv differ
diff --git a/shaders/rt_quad.frag b/shaders/rt_quad.frag
index d075f61..bac8002 100644
--- a/shaders/rt_quad.frag
+++ b/shaders/rt_quad.frag
@@ -127,68 +127,71 @@ uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f)
 }
 
 vec3 get_light_position(uint light_index) {
-    return vec3(float(scene_info.infos[light_index]), float(scene_info.infos[light_index + 1]), float(scene_info.infos[light_index + 2]));
+    return vec3(uintBitsToFloat(scene_info.infos[light_index]), uintBitsToFloat(scene_info.infos[light_index + 1]), uintBitsToFloat(scene_info.infos[light_index + 2]));
 }
 
 vec3 get_light_color(uint light_index) {
     return vec3(float(scene_info.infos[light_index + 3]) / 255.0, float(scene_info.infos[light_index + 4]) / 255.0, float(scene_info.infos[light_index + 5]) / 255.0);
 }
 
-vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sample) {
-    uint max_light_num = scene_info.infos[0];
-    uint light_num = 0;
+struct Tracing {
+    vec3 end_pos;
+    uvec4 end_color;
+    uint end_volume;
+    uint end_facing;
+    float end_factor;
+    uint end_cycle;
+    bool has_hit;
+};
 
+Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 direction, float max_factor, uint start_cycle, uint max_cycle) {
+    uint cycle = start_cycle;
     // setup volume info
     uint volume_index = volume_start;
     uint volume_pos_x = scene_info.infos[volume_index + 0]; 
     uint volume_pos_y = scene_info.infos[volume_index + 1]; 
     uint volume_pos_z = scene_info.infos[volume_index + 2]; 
-    
-    // setup light info
-    uint light_index = scene_info.infos[volume_start + 6 + light_num];
-    vec3 light_direction = get_light_position(light_index) - starting_pos;
-    vec3 light_color = get_light_color(light_index);
-    
-    bool x_pos = light_direction.x > 0.0;
-    bool x_null = (light_direction.x == 0.0);
-    
-    bool y_pos = light_direction.y > 0.0;
-    bool y_null = (light_direction.y == 0.0);
 
-    bool z_pos = light_direction.z > 0.0;
-    bool z_null = (light_direction.z == 0.0);
+    bool x_pos = direction.x > 0.0;
+    bool x_null = (direction.x == 0.0);
+    
+    bool y_pos = direction.y > 0.0;
+    bool y_null = (direction.y == 0.0);
 
-    // initialize color
-    vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
+    bool z_pos = direction.z > 0.0;
+    bool z_null = (direction.z == 0.0);
 
-    uint max_iterations = max_light_num * scene_info.infos[1];
-    for (int i = 0; i < max_iterations; i++) {
+    // default is max factor, that way we avoid collision when going parallel to an axis. The other directions will score a hit
+    float x_factor = max_factor;
+    float y_factor = max_factor;
+    float z_factor = max_factor;
+
+    Tracing result;
+
+    while (cycle < max_cycle) {
+        cycle ++;
         float x_border = float(volume_pos_x + (scene_info.infos[volume_index + 3]) * uint(x_pos)) - 0.5;
         float y_border = float(volume_pos_y + (scene_info.infos[volume_index + 4]) * uint(y_pos)) - 0.5;
         float z_border = float(volume_pos_z + (scene_info.infos[volume_index + 5]) * uint(z_pos)) - 0.5;
         
         bool needs_next_light = false;
 
-        // 2 is way behind the light position and should result in no collision being detected
-        float x_factor = 2.0;
-        float y_factor = 2.0;
-        float z_factor = 2.0;
         if (!x_null) {
-            x_factor = (x_border - starting_pos.x) / light_direction.x;
+            x_factor = (x_border - starting_pos.x) / direction.x;
         }
         if (!y_null) {
-            y_factor = (y_border - starting_pos.y) / light_direction.y;
+            y_factor = (y_border - starting_pos.y) / direction.y;
         }
         if (!z_null) {
-            z_factor = (z_border - starting_pos.z) / light_direction.z;
+            z_factor = (z_border - starting_pos.z) / direction.z;
         }
 
-        if ((x_factor >= 1.0) && (y_factor >= 1.0) && (z_factor >= 1.0)) {
-            // no hit, add light color result
-            color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * length(light_direction) * length(light_direction)) + 1.0);
-            needs_next_light = true;
+        if ((x_factor >= max_factor) && (y_factor >= max_factor) && (z_factor >= max_factor)) {
+            // no hit, finish tracking
+            result.has_hit = false;
+            break;
         } else {
-            // if there is a border hit before reaching the light
+            // if there is a border hit before reaching the end
             // change to the relevant next volume
             // Todo: look into removing ifs from this
             uint hit_facing = 0;
@@ -200,9 +203,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
                 } else {
                     hit_facing = 2;
                 }
-                vec3 intersection_pos = starting_pos + x_factor * light_direction;
+                vec3 intersection_pos = starting_pos + x_factor * direction;
                 u = uint(round(intersection_pos.y)) - volume_pos_y;
                 v = uint(round(intersection_pos.z)) - volume_pos_z;
+                result.end_pos = intersection_pos;
+                result.end_facing = hit_facing;
             }
 
             if (y_factor <= x_factor && y_factor <= z_factor) {
@@ -211,9 +216,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
                 } else {
                     hit_facing = 4;
                 }
-                vec3 intersection_pos = starting_pos + y_factor * light_direction;
+                vec3 intersection_pos = starting_pos + y_factor * direction;
                 u = uint(round(intersection_pos.x)) - volume_pos_x;
                 v = uint(round(intersection_pos.z)) - volume_pos_z;
+                result.end_pos = intersection_pos;
+                result.end_facing = hit_facing;
             }
 
             if (z_factor <= x_factor && z_factor <= y_factor) {
@@ -222,9 +229,11 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
                 } else {
                     hit_facing = 1;
                 }
-                vec3 intersection_pos = starting_pos + z_factor * light_direction;
+                vec3 intersection_pos = starting_pos + z_factor * direction;
                 u = uint(round(intersection_pos.x)) - volume_pos_x;
                 v = uint(round(intersection_pos.y)) - volume_pos_y;
+                result.end_pos = intersection_pos;
+                result.end_facing = hit_facing;
             }
             uint next_neighbor = sample_neighbor_from_scene_info(volume_index, uvec2(u, v), hit_facing);
             uvec4 color_sample = sample_color_from_scene_info(volume_index, uvec2(u, v), hit_facing);
@@ -237,43 +246,56 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
                     volume_pos_y = scene_info.infos[volume_index + 1]; 
                     volume_pos_z = scene_info.infos[volume_index + 2];
                 } else {
-                    // neightbor miss, shouldn't happen with a light inside of a volume. Might happen with ambient light. For now move on to next light.
-                    needs_next_light = true;
+                    // neightbor miss
+                    break;
                 }
             } else {
-                // color hit, move on to next light (may change once transparents are implemnted)
-                needs_next_light = true;
-            }
-        }
-        if (needs_next_light) {
-            light_num += 1;
-            if (light_num >= max_light_num) {
+                // color hit, move on
+                result.end_color = color_sample;
+                result.has_hit = true;
                 break;
             }
-            // set up the new light
-            light_index = scene_info.infos[volume_start + 6 + light_num];
-            if (light_index == 0) {
-                // abort if there is no new light
-                break;
-            }
-            light_direction = get_light_position(light_index) - starting_pos;
-            light_color = get_light_color(light_index);
-            
-            x_pos = light_direction.x > 0.0;
-            x_null = (light_direction.x == 0.0);
-            
-            y_pos = light_direction.y > 0.0;
-            y_null = (light_direction.y == 0.0);
-
-            z_pos = light_direction.z > 0.0;
-            z_null = (light_direction.z == 0.0);
-            // reset volume info
-            volume_index = volume_start;
-            volume_pos_x = scene_info.infos[volume_index + 0]; 
-            volume_pos_y = scene_info.infos[volume_index + 1]; 
-            volume_pos_z = scene_info.infos[volume_index + 2]; 
         }
     }
+    result.end_volume = volume_index;
+    result.end_factor = min(min(x_factor, y_factor), z_factor);
+    result.end_cycle = cycle;
+
+    return result;
+}
+
+vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sample) {
+    uint max_light_num = scene_info.infos[0];
+    uint light_num = 0;
+
+    // initialize color
+    vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
+
+    uint max_iterations = max_light_num * scene_info.infos[1];
+    uint iteration = 0;
+    while (iteration < max_iterations) {
+        // setup light info
+        uint light_index = scene_info.infos[volume_start + 6 + light_num];
+        if (light_index == 0) {
+            // abort if there is no new light
+            break;
+        }
+        vec3 light_direction = get_light_position(light_index) - starting_pos;
+        vec3 light_color = get_light_color(light_index);
+
+        Tracing result = trace_ray(volume_start, starting_pos, light_direction, 1.0, iteration, max_iterations);
+        if (!result.has_hit) {
+            // no hit, add light color result
+            color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * length(light_direction) * length(light_direction)) + 1.0);
+        }
+        iteration = result.end_cycle;
+
+        light_num += 1;
+        if (light_num >= max_light_num) {
+            break;
+        }
+    }
+
     return color_sum;
 }
 
diff --git a/src/scene/light.rs b/src/scene/light.rs
index 4893dd3..20a33ef 100644
--- a/src/scene/light.rs
+++ b/src/scene/light.rs
@@ -15,9 +15,9 @@ impl PointLight {
     }
 
     pub fn insert_into_memory(&self, mut v: Vec<u32>) -> Vec<u32> { 
-        v[self.memory_start] = self.pos.x as u32;
-        v[self.memory_start + 1] = self.pos.y as u32;
-        v[self.memory_start + 2] = self.pos.z as u32;
+        v[self.memory_start] = u32::from_ne_bytes(self.pos.x.to_ne_bytes());
+        v[self.memory_start + 1] = u32::from_ne_bytes(self.pos.y.to_ne_bytes());
+        v[self.memory_start + 2] = u32::from_ne_bytes(self.pos.z.to_ne_bytes());
 
         v[self.memory_start + 3] = (self.color.x * 255.0) as u32;
         v[self.memory_start + 4] = (self.color.y * 255.0) as u32;