 layout(location = 2) uniform uint frameNumber;
 //layout(location = 2) uniform vec4 rand;
 
-layout(location = 16) uniform int numLights = 1;
-layout(location = 17) uniform int numSpheres = 8;
-
-/*layout(location = 64) uniform*/ Light lights[16];
+//layout(location = 16) uniform int numLights = 1;
+layout(location = 17) uniform int numSpheres = 9;
+
+///*layout(location = 64) uniform*/ Light lights[16];
 /*layout(location = 128) uniform*/ Sphere spheres[16];
 
 

                             (windowSize.y / 2));

    // Initialize view
    vec3 eye = vec3(0, 0, 49.9);
	//    vec3 target = vec3(position.x, position.y + 1, 0);
    Ray initialRay = Ray(eye, normalize(vec3(position.xy, -1)));


        
	return uintBitsToFloat( h ) - 1.0; 
}
vec3 randomDirection(){
	vec2 rand = vec2(random(), random());
	float theta = 2 * 3.14159 * rand.x;
	float u = 2*rand.y - 1;
