 	worldToTangent[0] = g_tangent;
 	worldToTangent[1] = g_binormal;
 	worldToTangent[2] = g_normal;
+
+	v_ambientLight = getAmbient(g_normal);
 	
 	v_lightDir = normalize(-u_dirLights[0].direction) * worldToTangent;
 	v_lightCol = u_dirLights[0].color;

#endif
#endif

	gl_FragColor = vec4((v_lightCol * diffuse.rgb) * NL, diffuse.w);
	gl_FragColor.rgb += (selfShadow * spec) * specular;
}

varying vec3 v_lightDir;
varying vec3 v_lightCol;
varying vec3 v_viewDir;
varying vec3 v_ambientLight;
#ifdef environmentCubemapFlag
varying vec3 v_reflect;
#endif
