       
       #ifdef PSSM_DEBUG_RENDER
          if ( fadeOutAmt > 1.0 )
-            lightingColor = 1.0;
+            lightingColor = vec3(1.0,1.0,1.0);
       #endif
 
    #endif //NO_SHADOW

      vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
      vec3 spec = BRDF_GetDebugSpecular(surface, surfaceToLight) * factor;

      vec3 final = max(0.0f, factor);
      
      OUT_col = vec4(final, 0);
      return;

      vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
      vec3 spec = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;

      vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse + spec);
      
      OUT_col = vec4(final, 0);
      return;
