         
 	return uintBitsToFloat( h ) - 1.0; 
 }
-vec3 randomPointOnSphere(){
+vec3 randomDirection(){
 	vec2 rand = vec2(random(), random());
 	float theta = 2 * 3.14159 * rand.x;
 	float u = 2*rand.y - 1;


out vec4 OutputColor;

struct Light {
	float radius;
    vec3 position;
    vec3 color;
};
struct Sphere {
    float radius;
    vec3 position;

                             (windowSize.y / 2));

    // Initialize view
    vec3 eye = vec3(0.0, 0.0, 49.9);
	//    vec3 target = vec3(position.x, position.y + 1, 0);
    Ray initialRay = Ray(eye, normalize(vec3(position.xy, -1)));

