public void render(GameObject object)
	{
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
		forwardAmbient.bind();
		
		object.renderAll(forwardAmbient, this);
		
		glEnable(GL_BLEND);
		glBlendFunc(GL_ONE, GL_ONE);
		glDepthMask(false);
		glDepthFunc(GL_EQUAL);
		
		for(BaseLight light : lights)
		{
			
			activeLight = light;
			
			object.renderAll(light.getShader(), this);
		}
		
		glDepthFunc(GL_LESS);
		glDepthMask(true);
		
		Vector3f oldAmbient = getVector3f("ambient");
		
		forwardAmbient.bind();
		
		for(BaseLight light : lights)
		{
			if(light instanceof PointLight && !(light instanceof SpotLight))
			{
				Quaternion currentRot = light.getTransform().getRotation();
				
				light.getTransform().lookAt(mainCamera.getTransform().getPosition(), new Vector3f(0, 1, 0));
				
				addVector3f("ambient", light.getColor());
				
				forwardAmbient.updateUniforms(light.getTransform(), flareMat, this);
				flareMesh.draw();
				
				light.getTransform().setRotation(currentRot);
			}
		}
		
		addVector3f("ambient", oldAmbient);
		
		glDisable(GL_BLEND);
	}