         ly = light.position[1]
 
         switch @rendering.renderer
-          when Shady.CANVAS
+          when Shady.RENDERER.CANVAS
             @renderer.context.lineWidth = 0.5
 
             do @renderer.context.beginPath

      @rendering.mesh.slices
    )

    @material = new FSS.Material(
      @rendering.mesh.ambient
      @rendering.mesh.diffuse
    )

    @mesh = new FSS.Mesh(
      @geometry
      @material
    )

    @scene.add @mesh


      FSS.Vector3.setZ light.position, @rendering.light.zOffset

      # Calculate the force Luke!
      d = Math.clamp(
        FSS.Vector3.distanceSquared light.position, @attractor
        @rendering.light.minDistance
        @rendering.light.maxDistance
      )

      f = @rendering.light.gravity * light.mass / d

