 	vec3 tangent;
 };
 
-uniform Light u_Light;
+uniform Light sys_Light;
 
 // PBR Inputs
 uniform sampler2D u_PreintegratedFG;

vec3 NormalMap()
{
	mat3 toWorld = mat3(g_Attributes.binormal, g_Attributes.tangent, g_Attributes.normal);
	vec3 normalMap = texture(u_NormalMap, fs_in.uv).bgr * 2.0 - 1.0;
	normalMap = toWorld * normalMap.rgb;
	normalMap = normalize(normalMap);
	return normalMap;


	vec3 eye = normalize(fs_in.cameraPos - g_Attributes.position);

	Light light = sys_Light;
	light.intensity = light.intensity; // Attenuate(light);
	light.lightVector = light.direction; // normalize(light.position - vec3(fs_in.position));

