   float viewAngle  = max(dot(viewDir, normal), 0.0);
   float lightAngle = max(dot(lightDir, normal), 0.0);
 
-  float ggx1       = computeShlickGGX(viewAngle, roughness);
-  float ggx2       = computeShlickGGX(lightAngle, roughness);
+  float ggx1 = computeShlickGGX(viewAngle, roughness);
+  float ggx2 = computeShlickGGX(lightAngle, roughness);
 
   return ggx1 * ggx2;
 }

uniform mat4 uniViewProjMatrix;

uniform struct Material {
  float metallicFactor;
  float roughnessFactor;


void main() {
  bufferNormal = normalize(fragNormal);

  // Gamma correction (sRGB presumed)
  vec3 albedo     = pow(texture(uniMaterial.albedoMap, fragMeshInfo.vertTexcoords).rgb, vec3(2.2)) * uniMaterial.baseColor;
  float metallic  = texture(uniMaterial.metallicMap, fragMeshInfo.vertTexcoords).r * uniMaterial.metallicFactor;
  float roughness = texture(uniMaterial.roughnessMap, fragMeshInfo.vertTexcoords).r * uniMaterial.roughnessFactor;
  float ambOcc    = texture(uniMaterial.ambientOcclusionMap, fragMeshInfo.vertTexcoords).r;

  vec3 normal  = normalize(fragMeshInfo.vertNormal);
