 
 out vec4 o_vColor;
 
-vec2 parallax_occlusion_mapping(sampler2D sMap, vec2 vTexCoord, vec3 vEye, vec3 vNormal, float fScale, float fMaxSamples, float fMinSamples)
+vec2 parallax_occlusion_mapping(in sampler2D sMap, in vec2 vTexCoord,
+                                in vec3 vEye, in vec3 vNormal,
+                                in float fScale, in float fMaxSamples, in float fMinSamples)
 {
     float fParallaxLimit = -length(vEye.xy) / vEye.z * fScale;
 

};
uniform Light u_Lights[NUM_LIGHTS];

struct Material
{
    vec3 vAmbient;
    vec3 vDiffuse;

    return vTexCoord + vCurrOffset;
}

vec3 normal_mapping(in sampler2D sMap, in vec2 vTexCoord)
{
    vec3 vNormal = texture(sMap, vTexCoord).rgb * 2.0 - 1.0;

