I'm trying to render a couple point lights in my scene, but having trouble getting the actual lights to illuminate. The only light I got to work is a directional light which lights up the scene initially:

Where the two rocks are displayed are the same positions as the two point lights. I've toyed around with the diffuse, color and attenuation values, but got the same results. But when changed the ambiance of either light, the color changed:

My calculations within GLSL are correct and my uniforms are read correctly as well. But somehow I lost my diffuse intensity. m_pointLight[0].DiffuseIntensity doesn't registers a change, but if the commented AmbientIntensity is used, the scene is tinted red.
m_scale += 0.0057f;
// changing the value makes scene red
m_pointLight[0].AmbientIntensity = 0.5f;
// changing the value does nothing
m_pointLight[0].DiffuseIntensity = 1.5f;
// light color is red
m_pointLight[0].Color = glm::vec3(1.0f, 0.0f, 0.0f);
// position of light (same as rock)
m_pointLight[0].Position = glm::vec3(3.0f, 1.0f, FieldDepth * (cosf(m_scale) + 1.0f) / 2.0f);
// Light decay
m_pointLight[0].Attenuation.Linear = 0.01f;

