 uniform float		u_FresnelBias;
 uniform mat4		u_ModelMatrix;
 uniform mat4		u_UnprojectMatrix;
-uniform vec2		u_SpecularExponent;
 
 uniform sampler3D       u_LightGrid1;
 uniform sampler3D       u_LightGrid2;

	texNormal += texOffset;
#endif

	// compute normals
	vec3 N = normalize(var_Normal);

	// compute normal in world space from normalmap
	vec3 normal = NormalInWorldSpace(texNormal, tangentToWorldMatrix);


	float fresnel = clamp(u_FresnelBias + pow(1.0 - dot(viewDir, normal), u_FresnelPower) *
			u_FresnelScale, 0.0, 1.0);

	vec3 refractColor;
	vec4 reflectColor;
	vec4 color;

	refractColor = texture2D(u_CurrentMap, texScreen).rgb;
	reflectColor.rgb = texture2D(u_PortalMap, texScreen).rgb;
	reflectColor.a = 1.0;

	color.rgb = mix(refractColor, reflectColor.rgb, fresnel);
	color.a = 1.0;

	if(u_FogDensity > 0.0)
