56 int type = LightType::LIGHT_DIRECTIONAL;
58 glm::vec3 color{1, 1, 1};
61 glm::vec3 direction{};
63 glm::vec3 ambient{.1f, .1f, .1f};
64 glm::vec3 diffuse{.8f, .8f, .8f};
65 glm::vec3 specular{1, 1, 1};
69 float quadratic = .032f;
72 float outerCutoff = 17.5f;
74 bool isSmooth =
false;