 
 	// Write the final pixel.
 	gl_FragColor = color;
+	//gl_FragColor = vec4(1.0,1.0,1.0,0.0);
 	//vec4 p = texture(perlinPermutationsTexture,gl_TexCoord[0].st);
-	//gl_FragColor = p;
-
-	
-}
+
+}

	
	
#if defined(TEXTURE_UNIT_0) || defined(TRI_TEXTURING)
	color *= phong_color;
#else
	color += phong_color;
#endif

	halfV = normalize(gl_LightSource[0].halfVector.xyz);

	color += texture2D(planarTextureX,vec2(pos0.y/scaleTexture.x,pos0.z/scaleTexture.y) ) * coefs.x;

	color.rgb = showDebug * (vec3(1.0,1.0,1.0)-coefs) + (1.0-showDebug)*color.rgb;
	color.a = diffuse.a;
#endif

#if defined (PERLIN_NOISE_COLOR) 
