 varying vec3 v_lightDir;
 varying vec3 v_lightCol;
 varying vec3 v_viewDir;
+varying vec3 v_ambientLight;
 #ifdef environmentCubemapFlag
 varying vec3 v_reflect;
 #endif

#endif
#endif

	gl_FragColor = vec4((v_lightCol * diffuse.rgb) * NL, diffuse.w);
	gl_FragColor.rgb += (selfShadow * spec) * specular;
}

	worldToTangent[0] = g_tangent;
	worldToTangent[1] = g_binormal;
	worldToTangent[2] = g_normal;

	v_ambientLight = getAmbient(g_normal);
	
	v_lightDir = normalize(-u_dirLights[0].direction) * worldToTangent;
	v_lightCol = u_dirLights[0].color;
