 #version 120
 #extension GL_NV_shadow_samplers_cube : enable
 
-uniform int flat_shading, TextureMap_isBound, CubeMap_isBound, DepthMap_isBound;
+uniform int flat_shading, TextureMap_isBound, DepthMap_isBound;
 uniform float spec_weight, opacity;
 uniform vec3 camera_position, light_position;
 uniform vec3 diffuse, specular, ambient;

        specular_coeff = pow(cosAngle, spec_weight);
    }

//    // Depth-Map Shadows
    float shadow_coeff = 1.;
//    if (DepthMap_isBound > 0){
//        if (ShadowCoord.w > 0.0){

void main()
{

    //If lighting is turned off, just use the diffuse color and return. (Flat lighting)
    if (flat_shading > 0) {
            if (TextureMap_isBound > 0){
                gl_FragColor = vec4(diffuse * texture2D(TextureMap, texCoord).rgb, 1.0);
            } else {
                 gl_FragColor = vec4(diffuse, 1.0);
            }
        return;
    }

    // Ambient Lighting
    float ambient_coeff = .25;
