 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
 void calcAtmospherics(vec3 inPositionEye);
 
-float calcDirectionalLight(vec3 n, vec3 l);
+vec3 calcDirectionalLight(vec3 n, vec3 l);
 
 vec3 atmosAmbient(vec3 light);
 vec3 atmosAffectDirectionalLight(float lightIntensity);

		da *= max(dot(n, lv), 0.0);		
	}

	return da;	
}

void main()
{
	vec4 pos;
	vec3 norm;
	
	//transform vertex
#if HAS_SKIN
	mat4 trans = getObjectSkinnedTransform();

	col.rgb = vec3(0,0,0);

	// Add windlight lights
	col.rgb = atmosAmbient(col.rgb);
	
	vary_ambient = col.rgb*diffuse_color.rgb;

	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
	
	col.rgb = col.rgb*diffuse_color.rgb;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
