/**
 * Copyright (C) 2014 Stellar Jockeys.
 * All Rights Reserved.
 *
 * NOTICE: All information contained herein is, and remains the property of
 * Stellar Jockeys and its suppliers, if any.  The intellectual and technical
 * concepts contained herein are proprietary to Stellar Jockeys and its suppliers.
 * Dissemination of this information or reproduction of this material is
 * strictly forbidden unless prior written permission is obtained from
 * Stellar Jockeys.
 *
 * @file lightpoint.frag
 * @date 04/23/14
 */
#version 120

// G-Buffer textures
uniform sampler2D uDiffuse;
uniform sampler2D uDepth;
uniform sampler2D uMaterial;
uniform sampler2D uNormals;

// Projection
uniform float uProjectionBias;
uniform vec3 uProjectionScale;

uniform float uDiffuseAmount;
uniform float uLightIntensity;
uniform float uVolumetricIntensity;
uniform vec4 uVolumetricColor;

// View space
varying vec3 vLightPosition;
varying float vLightRadius;
varying vec4 vLightColor;
varying vec3 vLightDirection;
varying float vLightWidth;

// Normalized device coordinates
varying vec2 vScreenPosition;

varying float vRadialFalloff;
varying float vConicalFalloff;
varying float vVolumetricIntensity;
varying float vVolumetricRadialFalloff;
varying float vVolumetricConicalFalloff;

//#include <constants.glsl>>
//#include <fragnormal.glsl>
//#include <fragmaterial.glsl>
//#include <fraglightpoint.glsl>
