 varying vec3 v_shadowMapUv;
 #define separateAmbientFlag
 
-float getShadowness(vec2 offset)
-{
-    const vec4 bitShifts = vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0);
-    return step(v_shadowMapUv.z, dot(texture2D(u_shadowTexture, v_shadowMapUv.xy + offset), bitShifts));//+(1.0/255.0));	
-}
-
-float getShadow() 
-{
-	return (//getShadowness(vec2(0,0)) + 
-			getShadowness(vec2(u_shadowPCFOffset, u_shadowPCFOffset)) +
-			getShadowness(vec2(-u_shadowPCFOffset, u_shadowPCFOffset)) +
-			getShadowness(vec2(u_shadowPCFOffset, -u_shadowPCFOffset)) +
-			getShadowness(vec2(-u_shadowPCFOffset, -u_shadowPCFOffset))) * 0.25;
-}
 #endif //shadowMapFlag
 
 #if defined(ambientFlag) && defined(separateAmbientFlag)

const int blocksPerRow = mapWidth/blockWidth;
const float uPerBlock = float(blockWidth) / float(mapWidth),
            vPerBlock = float(blockWidth) / float(mapHeight);

void main() {
	#if defined(normalFlag) 

		gl_FragColor.a = 1.0;
	#endif

	#if defined(normalFlag)
	gl_FragColor = vec4(gl_FragColor.xyz*gamma(sh_light(normal, beach)), gl_FragColor.w);
	#endif

}
