void ForwardPositonalLightShader::update_properties(
                                                            const Mat4& trans,
                                                            const RenderEngine& engine) const
        {
            //TODO remove global camera.
            //                auto mvp =
            
            set_uniform_matrix4("transformation_mat", trans);
//            set_uniform_matrix4("camera_mat", engine.get_global_camera()->get_camera_mat());
//            set_uniform_matrix4("projection_mat", engine.get_global_camera()->get_projection_mat());
            set_uniform_matrix4("camera_mat", Locator::get_game().get_camera()->get_camera_mat());
            set_uniform_matrix4("projection_mat", Locator::get_game().get_camera()->get_projection_mat());

            set_uniform_matrix3("normal_mat",  trans.get_mat3().inverse().transpose());
            
            
            
            set_light("positional_light.light", engine.get_active_light());
            
            set_pos_light("positional_light",static_cast<const PositionalLight*>(engine.get_active_light()),trans);
            

//            
            //TODO 
            set_uniform3f("camera_pos", Locator::get_game().get_camera()->get_world_pos());
            set_uniform3f("camera_pos", Locator::get_game().get_camera()->get_world_pos());
            
            set_uniform3f("camera_pos", Locator::get_game().get_camera()->get_world_pos());
            set_uniform3f("camera_pos", Locator::get_game().get_camera()->get_world_pos());
//            //use the new texture
//            material.get_texture("diffuse").bind_texture(m_program_id, m_uniform_map["texture_sampler"]);
        }
        void ForwardDirectionalShader::update_properties(
                                                         const Mat4& trans,
                                                         const RenderEngine& engine) const
        {
            //TOOD use dir
            //TODO remove global camera.
            //                auto mvp =
            
            set_uniform_matrix4("transformation_mat", trans);
//            set_uniform_matrix4("camera_mat", engine.get_global_camera()->get_camera_mat());
//            set_uniform_matrix4("projection_mat", engine.get_global_camera()->get_projection_mat());
            set_uniform_matrix4("camera_mat", Locator::get_game().get_camera()->get_camera_mat());
            set_uniform_matrix4("projection_mat", Locator::get_game().get_camera()->get_projection_mat());

            set_uniform_matrix3("normal_mat", trans.get_mat3().inverse().transpose());
            
            auto dir_light = static_cast<const DirectionalLight*>(engine.get_active_light());
            set_light("directional_light.light", engine.get_active_light());
            set_uniform3f("directional_light.direction", dir_light->get_dir());
            
            
            auto& rim_light = dir_light->get_rim_light();
            if (rim_light) {
                set_uniformi("directional_light.rim_light.enable", rim_light->get_status());
                set_uniform3f("directional_light.rim_light.color", rim_light->get_rim_color());
                set_uniformf("directional_light.rim_light.power", rim_light->get_rim_power());
            }else{
                set_uniformi("directional_light.rim_light.enable", false);
            }
            
            
            //TODO
//            set_uniform3f("camera_pos", engine.get_global_camera()->get_world_pos()    );
            set_uniform3f("camera_pos", Locator::get_game().get_camera()->get_world_pos()    );
            
//            //use the new texture
//            material.get_texture("diffuse").bind_texture(m_program_id, m_uniform_map["texture_sampler"]);
        }