 float D(float NdotH, float alpha){
 	float halfDenum = NdotH * NdotH * (alpha * alpha - 1.0) + 1.0;
 	float halfTerm = alpha / max(0.0001, halfDenum);
-	return halfTerm * halfTerm * INV_M_PI;;
+	return halfTerm * halfTerm * INV_M_PI;
 }
 
 float G1(float NdotX, float halfAlpha){

	
	vec3 specular = ggx(n, v, l, F0, roughness);
	
	fragColor.rgb = attenuation * orientation * (diffuse + specular) * lightColor;
	
}


#version 330

#define INV_M_PI 0.3183098862
#define M_PI 3.1415926536

// Uniforms
uniform sampler2D albedoTexture;
uniform sampler2D normalTexture;
