 
 uniform lowp sampler2D light_texture; // texunit:-1
 in vec4 light_uv_interp;
+in vec2 transformed_light_uv;
 
 
 in vec4 local_rot;


#ifdef USE_LIGHTING

	mat3 inverse_light_matrix = mat3(inverse(light_matrix));
	inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
	inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
	inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
	vec2 light_vec = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping

	if (normal_used) {
		normal.xy =  mat2(local_rot.xy,local_rot.zw) * normal.xy;


	light_uv_interp.xy = (light_matrix * outvec).xy;
	light_uv_interp.zw =(light_local_matrix * outvec).xy;

	mat3 inverse_light_matrix = mat3(inverse(light_matrix));
	inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
	inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
	inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
	transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping

#ifdef USE_SHADOWS
	pos=outvec.xy;
#endif
