position
The position of the light in world coordinates.
Declaration
var position: GLKVector4 { get set }Discussion
If the w component of the position is 0.0, the light is calculated using the directional light formula. The x, y, and z components of the vector specify the direction the light shines. The light is assumed to be infinitely far away; attenuation and spotlight properties are ignored.
If the w component of the position is a non-zero value, the coordinates specify the position of the light in homogenous coordinates, and the light is either calculated as a point light or a spotlight, depending on the value of the spotCutoff property.
The default value is [0.0, 0.0, 1.0, 0.0].