 
 layout(std430, binding = 1) readonly buffer PointLightParamsBuffer { LightParams point_light_params[]; };
 layout(std430, binding = 2) readonly buffer DistantLightParamsBuffer { LightParams distant_light_params[]; };
+
+layout(location = 0) out vec4 color_out;
 
 uniform int point_light_cnt;
 uniform int distant_light_cnt;

    }

    if(no_lighting) {
        gl_FragColor = albedo;
        return;
    }


        retval.rgb = reflected_light * albedo.rgb;
    }

    color_out = vec4(retval.xyz, albedo.w);
}
