 	
 	float l_col = (current_max_lambda-lambda_min)/(lambda_max-lambda_min);
 
-	frag_shaded	= 1.0*vec4(l_col,l_col,l_col,1.0);
-}
+	frag_shaded	= 1.0*vec4(l_col,0.5,0.5,1.0);
+}

	vec2 modUV = getRotation(u,v,phi);
	
	float uv_sqr = pow(u*u+v*v, 0.5);
	bool non_adaptive = false;
	float iterMax = 45.0;
	
	
	if(non_adaptive){
		uv_sqr = 1.0;
		iterMax = 200.0;
	}
	float lambdaStep = (lambda_max - lambda_min)/(iterMax-1.0);

	_k1.x = dot(_k1, o_tangent);
	_k1.y = dot(_k1, o_bitangent);
	_k1.z = dot(_k1, o_normal);
	_k1 = normalize(_k1);
	
	
	vec3 V = _k1 - _k2;
