   surface.ao = pbrProperties.g;
   surface.matFlag = pbrProperties.r;
 
-	surface.Update();
+    updateSurface(surface);
 	return surface;
 }
 


   finalColor = vec4(irradiance.rgb,1);
   return finalColor;
}
	surface.metalness = gbuffer2.a;
	surface.ao = gbuffer2.g;
	surface.matFlag = gbuffer2.r;
    updateSurface(surface);
	return surface;
}

