 const float specularIntensity = 0.f;
 const float specularPower = 5.f;
 
-vec4 CalcLightInternal(BaseLight light,
+vec4 calculate_light(BaseLight light,
                        vec3 lightDirection,
                        vec3 position,
                        vec3 normal)

    return (AmbientColor + DiffuseColor + SpecularColor);
}

vec4 CalcDirectionalLight(vec3 position, vec3 normal)
{
    return CalcLightInternal(directionalLight.base,
                             directionalLight.direction,
                             position,
                             normal);
}

vec4 CalcPointLight(vec3 position, vec3 normal)
{
    vec3 lightDirection = position - pointLight.position;
    float distance = length(lightDirection);
    lightDirection = normalize(lightDirection);
    
    vec4 color = CalcLightInternal(pointLight.base, lightDirection, position, normal);
    
    float attenuation =  pointLight.attenuation.constant +
        pointLight.attenuation.linear * distance +

   	vec3 color = texture(colorMap, uv).xyz;
   	vec3 normal = normalize(texture(normalMap, uv).xyz);
    
    fragColour = vec4(color, 1.0) * calculate_directional_light(pos, normal);
    gl_FragDepth = depth;
}
