 
 uniform float tileSize;
 uniform sampler2D tileMap;
+uniform float tileCount;
 
 varying vec3  normal;
 varying vec2  tileCoord;

  float light = ambientOcclusion + max(0.15*dot(normal, vec3(1,1,1)), 0.0);
  
  gl_FragColor = vec4(color.xyz * light, 1.0);
}
  float weight = 0.0;

  vec2 tileOffset = 2.0 * tileSize * tileCoord;
  float denom     = 2.0 * tileSize * tileCount;

  for(int dx=0; dx<2; ++dx) {
    for(int dy=0; dy<2; ++dy) {
