 uniform sampler2D specular_map;
 uniform sampler2D height_map;
 uniform sampler2D environment_map;
+uniform vec3 diffuse_color;
+uniform vec3 specular_color;
+uniform float shininess;
 
 varying vec3 normal_v2f;
 varying vec3 tangent_v2f;


	// has specular map
	#if defined( _SPECULAR_MAPPING_ )
		vec4 _specular = vec4(texture2D( specular_map, _super_tex_coords ).rgb * gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess);
	// no specular map
	#else
		vec4 _specular = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess);
	#endif



			_diff_color = texture2D( diffuse_map, _super_tex_coords ).rgb;
		#endif

		_diff_color *= diffuse_color.rgb;
	#else
		_diff_color = diffuse_color.rgb;
	#endif


