     shadow = pow(shadow, 2.5);
     
     color *= 0.5 + shadow * 0.5;
-    color *= ao;    
 
     gl_FragColor = vec4(color, 1.0);
 }


uniform vec3        u_light;
uniform sampler2D   u_ligthShadowMap;

uniform sampler2D   u_occlusionMap;

varying vec4        v_position;
varying vec3        v_normal;


    color = v_color.rgb;

    vec3 shadowCoord = v_lightcoord.xyz / v_lightcoord.w;
    float shadowMap = texture2D(u_ligthShadowMap, shadowCoord.xy).r;

    // From http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
    float cosTheta = dot(v_normal, normalize(u_light));
