 uniform sampler2D normalTexture;
 uniform sampler2D depthTexture;
 uniform sampler2D effectsTexture;
+uniform samplerCube shadowMap;
 
 uniform vec2 inverseScreenSize;
 uniform vec4 projectionMatrix;

	float viewDepth = - projectionMatrix.w / (depth2 + projectionMatrix.z);
	// Compute the x and y components in view space.
	return vec3(- ndcPos * viewDepth / projectionMatrix.xy , viewDepth);
}



	
	vec3 specular = ggx(n, v, l, F0, roughness);
	
	fragColor.rgb = shadowing * attenuation * orientation * (diffuse + specular) * lightColor * M_PI;
	
}

