     //Light components
     vec3 ambient = pow(light.ambient, vec3(2.2));
     vec3 diffuse = vec3(0);
+    float shadowStrength = 0;
 
     if (light.type == 3) {  //Ambient light; deferred shading only
         ambient = pow(light.color, vec3(2.2));

            //Compute diffuse
            diffuse = light.intensity * light.color * NdotL * attenuation;
        }
    }

    //Combine light components
    vec3 lighting = diffuse + ambient;

    out_color = texColor * lighting;
    //out_color = /* abs */(reconstructWorldPosition());
    // out_color = abs(texture(tex_normal, v2f_uv).rgb * 2 - vec3(1));
}
}

void main() {
    vec3 worldPosition = reconstructWorldPosition();
    vec3 texColor = texture(tex_color, v2f_uv).rgb;
    vec3 normalDir = texture(tex_normal, v2f_uv).rgb * 2 - vec3(1);

