using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
namespace MrGameEng.Lighting;
///
/// A point light: an entity with this component plus a
/// adds light around its world position, attenuating to zero at and casting
/// grid-traced shadows behind occluders. Picked up by the lighting system into the lightmap.
///
public struct PointLight : IComponent
{
/// Reach of the light in world units (light fades to zero at this distance).
public float Radius;
/// Light tint (reserved for colored lights; intensity currently drives brightness).
public Color Color;
/// Peak brightness added at the light's centre (0..1+).
public float Intensity;
}