 	vec3 _k1 = normalize(o_light); // light direction, same for every point		
 	
 	
-	float in_angle_deg = 0.0;
+	float in_angle_deg = 45.0;
 	
 	float alpha_deg = (90.0-in_angle_deg)/2.0;
 	float alpha_rad = (PI*alpha_deg)/180.0;	

	
	float l_col = (current_max_lambda-lambda_min)/(lambda_max-lambda_min);

	frag_shaded	= 1.0*vec4(l_col,l_col,l_col,1.0);
}

			float abs_P_Sq = P.x*P.x + P.y*P.y;
			float diffractionCoeff = getFactor(k, F, G, w);
			vec3 waveColor = avgWeighted_XYZ_weight(lambda_iter);
			
			
			
			current_annotation = diffractionCoeff * abs_P_Sq;
			if(current_annotation > current_max_annotation){
				current_max_annotation = current_annotation;
				current_max_lambda = lambda_iter;
			}

		}
	}else{
		// iterate twice: once for N_u and once for N_v lower,upper
