<commit_before>// Wrapper for the various lighting modes used in the demo

#pragma glslify: pointLight = require(./point_light)
#pragma glslify: specularLight = require(./specular_point_light)
#pragma glslify: directionalLight = require(./directional_light)
// #pragma glslify: heightBoostLight = require(./height_light)

vec3 lighting (
    vec4 position,
    vec3 normal,
    vec3 color,
    vec4 light_pos,
    vec4 night_light_pos,
    vec3 light_dir,
    float light_ambient) {

    #if defined(LIGHTING_POINT)
        // Point light - angle varies
        color = pointLight(position, normal, color, light_pos, light_ambient, true);
        // color = pointLight(position, normal, color, vec3(-100.0, -100.0, -100.0), light_ambient, true);
        // color = heightBoostLight(position, color, 1.0, 0.5);
    #elif defined(LIGHTING_NIGHT)
        // "Night" effect shading - variant on point light<commit_msg>cleanup<commit_after>// Wrapper for the various lighting modes used in the demo

#pragma glslify: pointLight = require(./point_light)
#pragma glslify: specularLight = require(./specular_point_light)
#pragma glslify: directionalLight = require(./directional_light)
// #pragma glslify: heightBoostLight = require(./height_light)

vec3 lighting (
    vec4 position,
    vec3 normal,
    vec3 color,
    vec4 light_pos,
    vec4 night_light_pos,
    vec3 light_dir,
    float light_ambient) {

    #if defined(LIGHTING_POINT)
        // Point light - angle varies
        color = pointLight(position, normal, color, light_pos, light_ambient, true);
        // color = heightBoostLight(position, color, 1.0, 0.5);
    #elif defined(LIGHTING_NIGHT)
        // "Night" effect shading - variant on point light
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