};
layout(location=5) uniform LightParams light;
layout(location=9) uniform vec3 material_color;
-layout(location=10) uniform sampler2D occlusion_map;
+layout(location=10, binding=83) uniform sampler2D occlusion_map;
layout(location=0) out vec4 frag_color;
layout(location=1) in vec2 _vs_out_texcoord;
layout(location=0) in vec3 _vs_out_normal;