 	vec3 halfVec = normalize(toLight + toEye);
 	
 	float diffuseIntensity = dot(normal, toLight);
-	      diffuseIntensity = max(diffuseIntensity, 0.0f);
+	      diffuseIntensity = max(diffuseIntensity, 0.0);
 	
 	float specularIntensity = dot(normal, halfVec);
-	      specularIntensity = max(specularIntensity, 0.0f);
+	      specularIntensity = max(specularIntensity, 0.0);
 	      specularIntensity = pow(specularIntensity, shine);
 	
 	vec3 color = ambientColor +
 	             diffuseIntensity * diffuseColor +
 	             specularIntensity * specularColor;
 	
-	out_color = vec4(color, 1.0f);
+	out_color = vec4(color, 1.0);
 }


// TODO: This information is to be passed in from the scene and camera
// TODO: Lights and their properties
const vec3 eyePos = {0.0f, 0.0f, 1000.0f};
const vec3 lightPos = {0.0f, 0.0f, 1000.0f};

// ----------------------------------------------------------------------------
//  Input

void main() {
	vec3 diffuseColor = texture2D(diffuseMap, frag_texCoord).rgb;
	// TODO: Needs to be determined by brightness of scene
	vec3 ambientColor = 0.2 * diffuseColor;
	vec3 specularColor = texture2D(specularMap, frag_texCoord).rgb;
	float shine = 255.0 * texture2D(specularMap, frag_texCoord).a;
	
	vec3 normal = normalize(frag_normal);
	vec3 toLight = normalize(lightPos - frag_position);
