 		da *= max(dot(n, lv), 0.0);		
 	}
 
-	return da;	
+	return vec3(da,da,da);	
 }
 
 void main()
 {
 	vec4 pos;
 	vec3 norm;
-	
 	//transform vertex
 #if HAS_SKIN
 	mat4 trans = getObjectSkinnedTransform();

	pos = modelview_projection_matrix * vert;
	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
	
}

	col.rgb = vec3(0,0,0);

	// Add windlight lights
	col.rgb = atmosAmbient(col.rgb);
	
	vary_ambient = col.rgb*diffuse_color.rgb;

	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
	
	col.rgb = col.rgb*diffuse_color.rgb;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
