text: #include "stdafx.h"
  #include "PointLight.h"
  
  void PointLight::applyLight(Light* light, RenderingShader* shader, const mat4& viewMatrix, const GLuint shaderType)
  {
  	shader->setSubroutineUniform(shaderType, "lightUniform", "pointLight");
  
  	shader->setUniform("lightPosition", vec3(viewMatrix * vec4(light->getPosition(), 1.0f)));					// Already transformed for every fragment
  	shader->setUniform("Id", light->getId());
  	shader->setUniform("Is", light->getIs());
  }