     float sunDiffuse = dotNsunL;
     float illuminated = 1.0;
 
-    vec3 debugColor = vec3(0.0);
     //shadows
     if (uShadowQuality > 0.0) {
         vec4 lightViewPosition = uLightViewMatrix * vec4(vPositionWorld, 1.0);


    vec3 diffuseColor = albedo * (1.0 - metalness);
    vec3 specularColor = mix(vec3(1.0), albedo, metalness); 
    
    //light

    vec3 sunL = normalize(uSunPosition);

    vec3 directDiffuse = diffuseColor * sunDiffuse * sunColor * illuminated;
    vec3 directSpecular = directSpecularGGX(normalWorld, eyeDirWorld, sunL, roughness, F0);
    vec3 color = indirectDiffuse + indirectSpecular + directDiffuse + directSpecular;
    
	gl_FragData[0] = vec4(color, 1.0);
    gl_FragData[1] = vec4(vNormalView * 0.5 + 0.5, 1.0);
