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

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


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

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