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


uniform float tileSize;
uniform sampler2D tileMap;

varying vec3  normal;
varying vec2  tileCoord;

  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) {
