diff --git a/shaders/compiled/frag_rt_quad.spv b/shaders/compiled/frag_rt_quad.spv
index 15b4f81..16608e1 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 495d707..307b9aa 100644
--- a/shaders/rt_quad.frag
+++ b/shaders/rt_quad.frag
@@ -133,8 +133,8 @@ 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]));
 }
 
-vec4 get_light_color(uint light_index) {
-    return vec4(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, 1.0);
+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);
 }
 
 void main() {
@@ -147,22 +147,29 @@ void main() {
     uint max_light_num = scene_info.infos[0];
     uint light_num = 0;
     uint volume_index = fragVolumeStart;
-    uint light_index = scene_info.infos[fragVolumeStart + 3];
+    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]; 
+    uint light_index = scene_info.infos[volume_index + 6];
     vec3 light_direction = get_light_position(light_index) - origPosition;
-    vec4 light_color = get_light_color(light_index);
+    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 x_null = (light_direction.x == 0.0);
     bool y_pos = light_direction.y > 0.0;
-    bool y_null = 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 z_null = (light_direction.z == 0.0);
 
-    uint max_iterations = max_light_num * 20;
+    vec3 color_sum = vec3(0.0, 0.0, 0.0) + (color_sample.xyz * 0.01);
+
+    uint max_iterations = 2; //max_light_num * 20;
     for (int i = 0; i < max_iterations; i++) {
-        float x_border = float(scene_info.infos[volume_index + 0] + scene_info.infos[volume_index + 3] * uint(x_pos));
-        float y_border = float(scene_info.infos[volume_index + 1] + scene_info.infos[volume_index + 4] * uint(y_pos));
-        float z_border = float(scene_info.infos[volume_index + 2] + scene_info.infos[volume_index + 5] * uint(z_pos));
+        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;
@@ -172,17 +179,84 @@ void main() {
             x_factor = (x_border - origPosition.x) / light_direction.x;
         }
         if (!y_null) {
-            float y_factor = (y_border - origPosition.y) / light_direction.y;
+            y_factor = (y_border - origPosition.y) / light_direction.y;
         }
         if (!z_null) {
-            float z_factor = (z_border - origPosition.z) / light_direction.z;
+            z_factor = (z_border - origPosition.z) / light_direction.z;
         }
 
-        
+        if ((x_factor >= 0.999 && y_factor >= 0.999 && z_factor >= 0.999)) {
+            // no hit, add light color result
+            color_sum += (color_sample.xyz * light_color) / (0.01 * light_direction.length() * light_direction.length() + 1.0);
+            needs_next_light = true;
+        } else {
+            // if there is a border hit before reaching the light
+            // change to the relevant next volume
+            // Todo: look into removing ifs from this
+            uint hit_facing = 0;
+            uint u = 0;
+            uint v = 0;
+            if (x_factor <= y_factor && x_factor <= z_factor) {
+                if (x_pos) {
+                    hit_facing = 3;
+                } else {
+                    hit_facing = 2;
+                }
+                vec3 intersection_pos = origPosition + x_factor * light_direction;
+                u = uint(ceil(intersection_pos.y)) - volume_pos_y;
+                v = uint(ceil(intersection_pos.z)) - volume_pos_z;
+            }
+
+            if (y_factor <= x_factor && y_factor <= z_factor) {
+                if (y_pos) {
+                    hit_facing = 5;
+                } else {
+                    hit_facing = 4;
+                }
+                vec3 intersection_pos = origPosition + y_factor * light_direction;
+                u = uint(ceil(intersection_pos.x)) - volume_pos_x;
+                v = uint(ceil(intersection_pos.z)) - volume_pos_z;
+            }
+
+            if (z_factor <= x_factor && z_factor <= y_factor) {
+                if (y_pos) {
+                    hit_facing = 0;
+                } else {
+                    hit_facing = 1;
+                }
+                vec3 intersection_pos = origPosition + z_factor * light_direction;
+                u = uint(ceil(intersection_pos.x)) - volume_pos_x;
+                v = uint(ceil(intersection_pos.y)) - volume_pos_y;
+            }
+            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);
+
+            if (color_sample == uvec4(0, 0, 0, 0)) {
+                // not a color hit, so check neighbor
+                if (next_neighbor != 0) {
+                    color_sum = vec3(1.0, 0.0, 0.0);
+                    volume_index = next_neighbor;
+                    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];
+                } else {
+                    color_sum = vec3(0.0, 0.0, 1.0);
+                    // 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;
+                }
+            } else {
+                color_sum = vec3(1.0, 0.0, 1.0);
+                // color hit, move on to next light (may change once transparents are implemnted)
+                needs_next_light = true;
+            }
+        }
+        if (needs_next_light) {
+            break;
+        }
     }
 
-
-    outColor = color_sample;
+    // todo light color memory index does not contain the expected values -> check
+    outColor = vec4(color_sum, 1.0);
 
     /*if (scene_info.infos[1] == 16) {
         outColor = vec4(0, 1, 0, 1);
diff --git a/src/scene/empty_volume.rs b/src/scene/empty_volume.rs
index cbe73bb..d6407f6 100644
--- a/src/scene/empty_volume.rs
+++ b/src/scene/empty_volume.rs
@@ -216,8 +216,8 @@ impl EmptyVolume {
                                         bottom_roughness.push(128);
                                     }
                                     else {
-                                        bottom_colors.push(Vector3 { x: 255, y: 255, z: 255 });
-                                        bottom_roughness.push(255);
+                                        bottom_colors.push(Vector3 { x: 0, y: 0, z: 0 });
+                                        bottom_roughness.push(0);
                                     }
                                 }
                             }
@@ -242,8 +242,8 @@ impl EmptyVolume {
                                         top_roughness.push(128);
                                     }
                                     else {
-                                        top_colors.push(Vector3 { x: 255, y: 255, z: 255 });
-                                        top_roughness.push(255);
+                                        top_colors.push(Vector3 { x: 0, y: 0, z: 0 });
+                                        top_roughness.push(0);
                                     }
                                 }
                             }
@@ -269,8 +269,8 @@ impl EmptyVolume {
                                         back_roughness.push(128);
                                     }
                                     else {
-                                        back_colors.push(Vector3 { x: 255, y: 255, z: 255 });
-                                        back_roughness.push(255);
+                                        back_colors.push(Vector3 { x: 0, y: 0, z: 0 });
+                                        back_roughness.push(0);
                                     }
                                 }
                             }
@@ -296,8 +296,8 @@ impl EmptyVolume {
                                         front_roughness.push(128);
                                     }
                                     else {
-                                        front_colors.push(Vector3 { x: 255, y: 255, z: 255 });
-                                        front_roughness.push(255);
+                                        front_colors.push(Vector3 { x: 0, y: 0, z: 0 });
+                                        front_roughness.push(0);
                                     }
                                 }
                             }
@@ -323,8 +323,8 @@ impl EmptyVolume {
                                         left_roughness.push(128);
                                     }
                                     else {
-                                        left_colors.push(Vector3 { x: 255, y: 255, z: 255 });
-                                        left_roughness.push(255);
+                                        left_colors.push(Vector3 { x: 0, y: 0, z: 0 });
+                                        left_roughness.push(0);
                                     }
                                 }
                             }
@@ -350,8 +350,8 @@ impl EmptyVolume {
                                         right_roughness.push(128);
                                     }
                                     else {
-                                        right_colors.push(Vector3 { x: 255, y: 255, z: 255 });
-                                        right_roughness.push(255);
+                                        right_colors.push(Vector3 { x: 0, y: 0, z: 0 });
+                                        right_roughness.push(0);
                                     }
                                 }
                             }
diff --git a/src/scene/light.rs b/src/scene/light.rs
index a83b754..4893dd3 100644
--- a/src/scene/light.rs
+++ b/src/scene/light.rs
@@ -11,7 +11,7 @@ pub struct PointLight{
 
 impl PointLight {
     pub fn get_buffer_mem_size(&self) -> u32 {
-        4 * 3 + 4 * 3
+        3 + 3
     }
 
     pub fn insert_into_memory(&self, mut v: Vec<u32>) -> Vec<u32> { 
@@ -19,9 +19,9 @@ impl PointLight {
         v[self.memory_start + 1] = self.pos.y as u32;
         v[self.memory_start + 2] = self.pos.z as u32;
 
-        v[self.memory_start + 3] = self.color.x as u32;
-        v[self.memory_start + 4] = self.color.y as u32;
-        v[self.memory_start + 5] = self.color.z as u32;
+        v[self.memory_start + 3] = (self.color.x * 255.0) as u32;
+        v[self.memory_start + 4] = (self.color.y * 255.0) as u32;
+        v[self.memory_start + 5] = (self.color.z * 255.0) as u32;
         v
     }
 
diff --git a/src/scene/mod.rs b/src/scene/mod.rs
index 7d710ff..e241b51 100644
--- a/src/scene/mod.rs
+++ b/src/scene/mod.rs
@@ -6,7 +6,7 @@ use anyhow::Ok;
 use vulkanalia::prelude::v1_0::*;
 use anyhow::Result;
 
-use cgmath::{vec2, vec3};
+use cgmath::{vec2, vec3, Vector3};
 
 use std::cell::RefCell;
 use std::rc::Rc;
@@ -14,6 +14,7 @@ use std::rc::Rc;
 use crate::app_data;
 use crate::app_data::AppData;
 use crate::buffer;
+use crate::primitives::rec_cuboid::Cuboid;
 use crate::vertex;
 use crate::primitives::cube::Cube;
 use crate::primitives::drawable::Drawable;
@@ -117,6 +118,15 @@ impl Scene {
                 None => {}
             }
         }
+
+        let cube = Cuboid {
+            pos: vec3(11.0, 11.0, 11.0),
+            color: vec3(shade, 1.0, shade),
+            tex_coord: vec2(0.0, 0.0),
+            size: Vector3 {x: 0.5, y: 0.5, z: 0.5}
+        };
+        let index = self.sized_vertices.len();
+        cube.draw(&data.topology, index, self);
         
         let mut memory_index = 1; // zero should be the location for the overall length (also will be the invalid memory allocation for pointing to a nonexistant neighbor)
         for light in &mut self.point_lights {