use *;
/// The default ambient light contribution used when no explicit ambient
/// vector is supplied. Shader-friendly: stored as a [`Vector3D`].
pub const LIGHTING_DEFAULT_AMBIENT: Vector3D = Vector3D ;
/// The default Phong specular exponent. Higher values produce tighter,
/// more focused highlights.
pub const LIGHTING_DEFAULT_SHININESS: f64 = 32.0;
/// Minimum point-light distance used when evaluating inverse-square falloff.
/// Prevents a divide-by-zero when the shaded point is exactly at the light
/// position.
pub const LIGHTING_POINT_LIGHT_MIN_DISTANCE: f64 = 0.001;