         normal = normalize(mix(normal, tex_normal, amount));
     }
     vec4 tex_color = texture(material.albedo_map, fragment.uv);
-    vec4 albedo = vec4(1.0, 0.0, 1.0, 1.0); // Rename to albedo?
-    //TODO: Shouldnt it be tex_color.a * material.opacity?
-    albedo = vec4(mix(material.albedo * material.opacity, tex_color.rgb, tex_color.a), 1.0);
+    vec3 albedo = mix(material.albedo * material.opacity, tex_color.rgb, tex_color.a);
 
     vec4 metallic_map_color = texture(material.metallic_map, fragment.uv);
     float metallic = mix(material.metallic, metallic_map_color.r, metallic_map_color.a);


void main() {

    vec4 static_light = texture(material.light_map, fragment.light_map_uv);

    vec3 normal = fragment.normal;



    vec3 Lo = (kD * albedo.rgb / PI + specular) * radiance * NdotL;

    vec3 diffuse_static = static_light * albedo;

    Lo.rgb *= spot_effect;

