 uniform float dimY;
 
 uniform sampler2DArray lookupText;
+
+
+uniform float thetaI;
+uniform float phiI;
+
+
+
 // Variables passed in from the vertex shader
 in vec2 frag_texcoord;
 in vec4 light_direction[MAX_LIGHTS];
 in vec4 normal_out;
 in vec4 eyeVector;
-//in vec4 col;
+
+in vec3 o_org_pos;
 in vec3 o_pos;
 in vec3 o_light;
 in vec3 o_normal;

	frag_shaded	= o_col;
	frag_shaded	= vec4(0,1,0,1);
}

	return output;
}




void runShader() {
	vec4 o_col = vec4(0.0, 0.0, 0.0, 0.0);
	vec4 brdf = vec4(0.0, 0.0, 0.0, 1.0);
	vec4 maxBRDF = vec4(0.0, 0.0, 0.0, 1.0);
