diff --git a/LearnOpenGL/OpenGLWrapper.cpp b/LearnOpenGL/OpenGLWrapper.cpp
index c6694643598aa9056964e515822209129ec76dd8..4d39a5cf0887e79728043cd747abc2466e9d0576 100644
--- a/LearnOpenGL/OpenGLWrapper.cpp
+++ b/LearnOpenGL/OpenGLWrapper.cpp
@@ -145,7 +145,6 @@ void RenderObject::render(Camera &camera)
 	set_uniform_value(prog, "light.position", _lightPos);
 	set_uniform_value(prog, "viewPos", camera.Position);
 
-	// light properties
 	glm::vec3 a = { 0.2f, 0.2f, 0.2f };
 	glm::vec3 d = { 0.5f, 0.5f, 0.5f };
 	glm::vec3 f = { 1.0f, 1.0f, 1.0f };
@@ -153,22 +152,19 @@ void RenderObject::render(Camera &camera)
 	set_uniform_value(prog, "light.diffuse", d);
 	set_uniform_value(prog, "light.specular", f);
 
-	// material properties
 	set_uniform_value(prog, "material.shininess", glm::fvec1{ 64.0f });
 
-	// view/projection transformations
 	glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)_SCR_WIDTH / (float)_SCR_HEIGHT, 0.1f, 100.0f);
 	glm::mat4 view = camera.GetViewMatrix();
 	set_uniform_value(prog, "projection", projection);
 	set_uniform_value(prog, "view", view);
 	set_uniform_value(prog, "model", model);
 
-	// bind diffuse map
 	{
 		glActiveTexture(GL_TEXTURE0);
 		glBindTexture(GL_TEXTURE_2D, material->get_diffuseMap());
 	}
-	// bind specular map
+
 	{
 		glActiveTexture(GL_TEXTURE1);
 		glBindTexture(GL_TEXTURE_2D, material->get_specularMap());
diff --git a/LearnOpenGL/Source.cpp b/LearnOpenGL/Source.cpp
index ed3d73935aa0917d1260550fb0540b4b885c75d9..b711dd2257d7d66f1292e00943ad8b41e1c83f86 100644
--- a/LearnOpenGL/Source.cpp
+++ b/LearnOpenGL/Source.cpp
@@ -114,17 +114,6 @@ int main()
 		cube3->set_material(defaultMaterial);
 	}
 
-	GLuint diffuseMap = load_image("container2.png");
-	GLuint specularMap = load_image("container2_specular.png");
-	{
-		glUseProgram(lightmap);
-
-		set_uniform_value(lightmap, "material.diffuse", glm::ivec1(0));
-		set_uniform_value(lightmap, "material.specular", glm::ivec1(1));
-
-		glUseProgram(lightmap);
-	}
-
 	while (!glfwWindowShouldClose(window))
 	{
 		double currentFrame = glfwGetTime();
@@ -137,20 +126,13 @@ int main()
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
 		{
-			glUseProgram(texture_shader);
-
-			glActiveTexture(GL_TEXTURE0);
-			glBindTexture(GL_TEXTURE_2D, diffuseMap);
-
-			glUseProgram(0);
+			teapot->render(camera);
+			cube1->render(camera);
+			cube2->render(camera);
+			cube3->render(camera);
+			plane->render(camera);
 		}
 
-		teapot->render(camera);
-		cube1->render(camera);
-		cube2->render(camera);
-		cube3->render(camera);
-		plane->render(camera);
-
 		glfwSwapBuffers(window);
 		glfwPollEvents();
 	}