 uniform vec3 lightPosition;
 uniform vec3 lightColor;
 uniform float lightRadius;
+uniform mat3 viewToLight;
+uniform float lightFarPlane;
 
 // Output: the fragment color
 out vec3 fragColor;

	float viewDepth = - projectionMatrix.w / (depth2 + projectionMatrix.z);
	// Compute the x and y components in view space.
	return vec3(- ndcPos * viewDepth / projectionMatrix.xy , viewDepth);
}



uniform sampler2D normalTexture;
uniform sampler2D depthTexture;
uniform sampler2D effectsTexture;
uniform samplerCube shadowMap;

uniform vec2 inverseScreenSize;
uniform vec4 projectionMatrix;
