void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color, float intensity, float falloffRadius) { addSpotLight(position, radius, color, intensity, falloffRadius); }
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient, const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation, float quadraticAttenuation) { addSpotLight(position, radius, ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation); }