         light = calculate_point_light(pos, normal);
     }
     
-    fragColour = visibility * vec4(color, 1.0) * light;
+    fragColour = vec4(color, 1.0) * light;
     gl_FragDepth = depth;
 }

        }
    }
    
    return (AmbientColor + DiffuseColor + SpecularColor);
}

vec4 calculate_directional_light(vec3 position, vec3 normal)

   	vec3 color = texture(colorMap, uv).xyz;
   	vec3 normal = normalize(texture(normalMap, uv).xyz);
    
    vec4 light;
    if(lightType == 1)
    {
