 		
 		
 		
+		
 		// TODO: gather inputs
 		vec3 dielectricSpecular = vec3(0.45, 0.45, 0.45);
+		float metallic = 0.45;
 		vec3 baseColor = vec3(0.45, 0.45, 0.45);
-		float roughness = .4; // sampled from tex
+		float roughness = 0.4; // sampled from tex
 		
 		// TODO: gather vectors
 		vec3 h = vec3(0,1,0); // half-vector
 		vec3 l = vec3(0,1,0); // light direction
 		
-		FragColor = f_Schlick_Smith_GGX(
+		FragColor = vec4(f_Schlick_Smith_GGX(
 			normal, h, l, viewdir_w, 
 			dielectricSpecular, baseColor, 
-			metallic, roughness);
+			metallic, roughness), 1);
 		
 	}
 		

#define PI 3.1415926535897932384626433832795

float D_GGX(float d_nh, float a) {
	vec3 q = d_nh * d_nh * (a - 1) + 1;
	return (a * a) / (PI * q * q);
}


	float a2 = a * a;
	
	float d_nh = dot(n, h);
	float d_nl = dot(n, l);
	float d_lh = dot(l, h);
	float d_nv = dot(n, v);
	float d_vh = dot(v, h);
	
