 	vec3 tangent;
 };
 
-uniform Light u_Light;
+uniform Light sys_Light;
 
 // PBR Inputs
 uniform sampler2D u_PreintegratedFG;

	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 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 NormalMap()
{
	mat3 toWorld = mat3(g_Attributes.binormal, g_Attributes.tangent, g_Attributes.normal);
	vec3 normalMap = texture(u_NormalMap, fs_in.uv).rgb * 2.0 - 1.0;
	normalMap = toWorld * normalMap.rgb;
	normalMap = normalize(normalMap);
	return normalMap;
