 	float NdotV = max(dot(g_Attributes.normal, eye), 0.0);
 
 	vec3 reflectionVector = normalize(reflect(-eye, g_Attributes.normal));
-	float smoothness = 1.0f - material.roughness;
+	float smoothness = 1.0 - material.roughness;
 	float mipLevel = (1.0 - smoothness * smoothness) * 10.0;
 	vec4 cs = textureLod(u_EnvironmentMap, reflectionVector, mipLevel);
 	vec3 result = pow(cs.xyz, vec3(GAMMA)) * RadianceIBLIntegration(NdotV, material.roughness, material.specular);


	vec3 eye = normalize(fs_in.cameraPos - g_Attributes.position);

	Light light = u_Light;
	light.intensity = light.intensity; // Attenuate(light);
	light.lightVector = light.direction; // normalize(light.position - vec3(fs_in.position));


	vec3 tangent;
};

uniform Light sys_Light;

// PBR Inputs
uniform sampler2D u_PreintegratedFG;
