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;
        }
Creates a Light object in the scene.
Documentation : http://doc.babylonjs.com/tutorials/lights