     //Light components
     vec3 ambient = pow(light.ambient, vec3(2.2));
     vec3 diffuse = vec3(0);
+    float shadowStrength = 0;
 
     if (light.type == 3) {  //Ambient light; deferred shading only
         ambient = pow(light.color, vec3(2.2));

}

void main() {
    vec3 texColor = texture(tex_color, v2f_uv).rgb;
    vec3 normalDir = texture(tex_normal, v2f_uv).rgb * 2 - vec3(1);


    int type;
};
uniform Light light;
struct Shadow
{
    mat4 matrixPV;
    float bias;
    float strength;
    sampler2D texture;
};
uniform Shadow shadow;

in vec2 v2f_uv;
in mat4 v2f_matrixInvPV;
