     vec3 albedo = getAlbedo();
     float roughness = getRoughness();
     float metalness = getMetalness();
-    /*albedo = vec3(1.0);*/
     vec3 irradianceColor = getIrradiance(eyeDirWorld, normalWorld);
 
     vec3 reflectionColor = getPrefilteredReflection(eyeDirWorld, normalWorld, roughness);

    vec3 directDiffuse = diffuseColor * sunDiffuse * sunColor * illuminated;
    vec3 directSpecular = directSpecularGGX(normalWorld, eyeDirWorld, sunL, roughness, F0);
    vec3 color = indirectDiffuse + indirectSpecular + directDiffuse + directSpecular;
    //color = indirectDiffuse;// + indirectSpecular + directDiffuse + directSpecular;
    //color = reflectionColor * specularColor * reflectance;
    /*color = vec3(F0);*/
    /*color = vec3(roughness);*/
    /*color = vec3(metalness);*/
    //color = irradianceColor;
    /*color = debugColor;*/
    /*if (vTexCoord0.x > 0.5) color = normalWorld * 0.5 + 0.5;*/
    
	gl_FragData[0] = vec4(color, 1.0);
    gl_FragData[1] = vec4(vNormalView * 0.5 + 0.5, 1.0);


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

    vec3 sunL = normalize(uSunPosition);
