 
 
     //
-    // TODO: both the directional and spot light are not working correctly they seem to bleed out ambient light
+    // TODO: the directional light does not appear to be working correctly, it is light sides that face away
+    //       from the light (possibly due to bleeding ambient light)
     //
 #if 0
     result += calc_directional_light(directionalLight, f_normal, f_position, viewDir);

    vec3 norm = normalize(normal);

    // ambient
    //vec3 ambient = light.ambient * texture(material.diffuseMap, f_texcoord).xyz;
    vec3 ambient = light.ambient * material.ambient * texture(material.diffuseMap, f_texcoord).xyz;

    // diffuse


    // attenuation
    float distance = length(light.position - fragPosition);

    float attenuation = 1.0f / (light.constant + (light.linear * distance) + light.quadratic * (distance * distance));
    //float attenuation = 1.0f / (light.constant - light.linear * distance + light.quadratic * (distance * distance));

    ambient *= attenuation;
    diffuse *= attenuation;
    specular *= attenuation;

    return(ambient + diffuse + specular);
}
