     }
 
     if(no_lighting) {
-        gl_FragColor = albedo;
+        color_out = albedo;
         return;
     }
 

        retval.rgb = reflected_light * albedo.rgb;
    }

    gl_FragColor = vec4(retval.xyz, albedo.w);
}


layout(std430, binding = 1) readonly buffer PointLightParamsBuffer { LightParams point_light_params[]; };
layout(std430, binding = 2) readonly buffer DistantLightParamsBuffer { LightParams distant_light_params[]; };

layout(location = 0) out vec4 color_out;

uniform int point_light_cnt;
uniform int distant_light_cnt;
