 }
 
 
-vec3 lambert(){
-	return vec3(0.0);
-}
+
 
 vec3 ggx(){
 	return vec3(0.0);

#version 330

// Uniforms
uniform sampler2D albedoTexture;
uniform sampler2D normalTexture;

		discard;
	}
	
	// Get all informations from textures.
	vec3 baseColor = albedoInfo.rgb;
	float depth = texture(depthTexture,uv).r;
	vec3 position = positionFromDepth(depth, uv);
	vec3 infos = texture(effectsTexture,uv).rgb;
	float roughness = max(0.0001, infos.r);
	float metallic = infos.g;
	
	vec3 n = 2.0 * texture(normalTexture,uv).rgb - 1.0;
	vec3 v = normalize(-position);
