   vec4 Ambient = texture(gAmbient, TexCoords);
   vec3 view_dir = normalize(vikr_CamPosition - FragPos);
   
+  
   vec4 result = vec4(0.0f);
+  
   
   for (int i = 0; i < MAX_LIGHTS; ++i) {
     result += CalculatePointLight(vikr_pointLights[i], Normal, FragPos, view_dir, Diffuse, Specular, Ambient);

uniform vec3 vikr_CamPosition;


vec3 CalculatePointLight(PointLight light, vec3 Normal, vec3 frag_coord, vec3 view_dir, vec4 Diffuse, vec4 Specular, vec4 Ambient) {
  /* Blinn-Phong Implementation! */ 
  // diffuse
  vec3 light_dir = normalize(light.position - frag_coord);

uniform sampler2D gAmbient;


/**
  Point light test.
*/
struct PointLight {
  vec3 position;
  float constant;
  float linear;
  float quadratic;
  vec3 ambient;
  vec3 diffuse;
  vec3 specular;
};


/**
  Directional Light test.
*/
struct DirectionalLight {
  vec3 direction;
  vec3 ambient;
  vec3 diffuse;
  vec3 specular;
