struct Material {
	sampler2D ambient;
	sampler2D diffuse;
	sampler2D specular;
	float shininess;
};

struct Light {
	vec3 color;
	float pad;
	vec3 position;
	float pad2;
	vec3 direction;
	float pad3;
	vec3 attenuation; // constant, linear, quadratic
	float pad4;
	vec2 cutoff; // inner, outer
	//mat4 lightSpaceMatrix;
	vec2 padding;
};
