 uniform sampler2D specular_map;
 uniform sampler2D height_map;
 uniform sampler2D environment_map;
+uniform vec3 diffuse_color;
+uniform vec3 specular_color;
+uniform float shininess;
 
 varying vec3 normal_v2f;
 varying vec3 tangent_v2f;

			_diff_color = texture2D( diffuse_map, _super_tex_coords ).rgb;
		#endif

		_diff_color *= gl_FrontMaterial.diffuse.rgb;
	#else
		_diff_color = gl_FrontMaterial.diffuse.rgb;
	#endif




	// has specular map
	#if defined( _SPECULAR_MAPPING_ )
		vec4 _specular = vec4(texture2D( specular_map, _super_tex_coords ).rgb * specular_color, shininess);
	// no specular map
	#else
		vec4 _specular = vec4(specular_color, shininess);
	#endif


