 
 void main() {
 
-    vec4 static_light = texture(material.light_map, fragment.light_map_uv);
+    vec3 static_light = texture(material.light_map, fragment.light_map_uv).rgb;
 
     vec3 normal = fragment.normal;
 


    vec3 Lo = (kD * albedo.rgb / PI + specular) * radiance * NdotL;

    vec4 diffuse_static = static_light * albedo;

    Lo.rgb *= spot_effect;


        normal = normalize(mix(normal, tex_normal, amount));
    }
    vec4 tex_color = texture(material.albedo_map, fragment.uv);
    vec3 albedo = mix(material.albedo * material.opacity, tex_color.rgb, tex_color.a);

    vec4 metallic_map_color = texture(material.metallic_map, fragment.uv);
    float metallic = mix(material.metallic, metallic_map_color.r, metallic_map_color.a);
