 varying vec3 v_lightDir;
 varying vec3 v_lightCol;
 varying vec3 v_viewDir;
+varying vec3 v_ambientLight;
 #ifdef environmentCubemapFlag
 varying vec3 v_reflect;
 #endif

	worldToTangent[0] = g_tangent;
	worldToTangent[1] = g_binormal;
	worldToTangent[2] = g_normal;
	
	v_lightDir = normalize(-u_dirLights[0].direction) * worldToTangent;
	v_lightCol = u_dirLights[0].color;

varying vec3 v_lightDir;
varying vec3 v_lightCol;
varying vec3 v_viewDir;
varying vec3 v_ambientLight;
#ifdef environmentCubemapFlag
varying vec3 v_reflect;
#endif
