directPointLight = ( { color, lightVector, cutoffDistance, decayExponent } ) => {

	const lightDirection = lightVector.normalize();
	const lightDistance = lightVector.length();

	const attenuation = getDistanceAttenuation( {
		lightDistance,
		cutoffDistance,
		decayExponent
	} );

	const lightColor = color.mul( attenuation );

	return { lightDirection, lightColor };

}
Represents a `discard` shader operation in TSL.

@method
@param {Object} inputs - The input parameter object.
@param {Node<float>} inputs.lightDistance - The distance of the light's position to the current fragment position.
@param {Node<float>} inputs.cutoffDistance - The light's cutoff distance.
@param {Node<float>} inputs.decayExponent - The light's decay exponent.
@return {Node<float>} The distance falloff.