Lit shader fixes

Fixes two issues: 
* vColor was being multiplied into the final output twice (once in the subroutine and once in the main() method).
* The code divided lightt intensity by ldist, an uncommon way of introducing inverse-distance illumination dropoff.  Since the light is in View coordinates, this made simple scene design very difficult.

Yes, that's correct.  Since lights are defined relative to the view instead
of to the scene, this makes more sense for designing scenes.


On Wed, Jun 18, 2014 at 6:51 PM, Brad Davis <notifications@github.com>
wrote:

> In shaders/LitColored.fs:
>
> >     for (int i = 0; i < int(LightCount); i++)
> >     {
> > -       vec3 ltp = (LightPosition[i].xyz - vViewPosition.xyz);
> > -       float  ldist = length(ltp);
>
> You've changed this from a point light to a directional light. Because the
> length of the light to point is no longer used, the light can no longer
> fall-off with distance.
>
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> <https://github.com/OculusRiftInAction/OculusRiftInActionResources/pull/1/files#r13929440>
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