         float distance = length(spLight.position - FragPos);
         float attenuation = 1.0f / (spLight.constCoeff + spLight.linCoeff * distance + spLight.quadCoeff * distance * distance);
         
-        return vec4((ambient + diffuse + specular) * attenuation, 1.0f);
+        return vec4((ambient + diffuse * intens + specular * intens) * attenuation, 1.0f);
     }
     else
         return vec4(0.0f, 0.0f, 0.0f, 1.0f);


void main()
{
    color = compSpotLight() + compPLight();//compDirLight() + compPLight();
}

vec4 compSpotLight()
{
    float lightOuterCutOff = spLight.cutOff * 0.95f;
    vec3 lightDir = normalize(spLight.position - FragPos);
    float theta = dot(lightDir, normalize(-spLight.direction));
    float epsilon = spLight.cutOff - lightOuterCutOff;
    float intens = clamp((theta - lightOuterCutOff) / epsilon, 0.0f, 1.0f);
    
    if (theta > lightOuterCutOff)
    {
        vec3 ambient = spLight.ambient * vec3(texture(material.diffuse, TexCoords));
        
