 };
 uniform Light u_Lights[NUM_LIGHTS];
 
-struct Material
+layout(std140) struct Material
 {
     vec3 vAmbient;
     vec3 vDiffuse;

    return vNormal;
}

vec3 lighting()
{
    return vec3(0);
}

void main(void)


out vec4 o_vColor;

vec2 parallax_occlusion_mapping(in sampler2D sMap, in vec2 vTexCoord,
                                in vec3 vEye, in vec3 vNormal,
                                in float fScale, in float fMaxSamples, in float fMinSamples)
{
    float fParallaxLimit = -length(vEye.xy) / vEye.z * fScale;

