     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);

        if (uShadowQuality == 3.0) {
            illuminated = PCF(uShadowMap, uShadowMapSize, lightUV, lightDistView - uBias);
        }
        
        float depth = readDepth(uShadowMap, lightUV);
        float z = (lightDistView-uLightNear)/(uLightFar-uLightNear);
        float z2 = (depth-uLightNear)/(uLightFar-uLightNear);

        if (vPositionWorld.z > 0.0)
            debugColor = hsv2rgb(vec3(z2, 1.0, 0.5));
        else if (z < 0.0) 
            debugColor = vec3(0.0);
        else if (z > 1.0) 
            debugColor = vec3(0.0);
        else
            debugColor = hsv2rgb(vec3(z, 1.0, 0.5));
        /*debugColor = hsv2rgb(vec3(illuminated, 1.0, 0.5));*/
        /*debugColor = hsv2rgb(vec3(step(lightDist, 8.0), 1.0, 0.5));*/
        /*debugColor = hsv2rgb(vec3(step(-lightDistView, 10.0), 1.0, 0.5));*/
        /*debugColor = vec3(lightUV, 0.0); */
    }
    
    //TODO: No kd? so not really energy conserving
    //we could use disney brdf for irradiance map to compensate for that like in Frostbite
    vec3 indirectDiffuse = diffuseColor * irradianceColor;

    vec3 albedo = getAlbedo();
    float roughness = getRoughness();
    float metalness = getMetalness();
    vec3 irradianceColor = getIrradiance(eyeDirWorld, normalWorld);

    vec3 reflectionColor = getPrefilteredReflection(eyeDirWorld, normalWorld, roughness);
