code: function Light(name, scene) {
              var _this = _super.call(this, name, scene) || this;
              _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
              _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
              _this.intensity = 1.0;
              _this.range = Number.MAX_VALUE;
              /**
               * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
               * of light.
               */
              _this._photometricScale = 1.0;
              _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
              _this._radius = 0.00001;
              _this.renderPriority = 0;
              /**
               * Defines wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
               * the current shadow generator.
               */
              _this.shadowEnabled = true;
              _this._excludeWithLayerMask = 0;
              _this._includeOnlyWithLayerMask = 0;
              _this._lightmapMode = 0;
              _this._excludedMeshesIds = new Array();
              _this._includedOnlyMeshesIds = new Array();
              _this.getScene().addLight(_this);
              _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
              _this._buildUniformLayout();
              _this.includedOnlyMeshes = new Array();
              _this.excludedMeshes = new Array();
              _this._resyncMeshes();
              return _this;
          }
docs: Creates a Light object in the scene.
  Documentation : http://doc.babylonjs.com/tutorials/lights