 	float shinyPower = 2000.0f;
 	vec3 Ka = vec3(0.2, 0.2, 0.2);
 	vec3 specularLight = specular * pow(max(dot(r, v), 0.0), shinyPower);
-	//return lightIntensity * (Ka + diffuseLight + specularLight);
-    return vec3(calculateShadow(lightSpacePos), 0.0, 0.0);
+	return lightIntensity * (Ka + diffuseLight + specularLight);
+    //return vec3(calculateShadow(lightSpacePos), 0.0, 0.0);
 }
 
 void main () {

const float EPSILON = 0.00001;

// Calculate shadow
float calculateShadow(vec4 lightSpacePosition) {
    vec4 shadowCoord= UVtransformMatrix * lightSpacePosition;
    float visibility = texture( tShadowMap, vec3(shadowCoord.xy,(shadowCoord.z)/shadowCoord.w));
    //return 1.0;
    return visibility;
}

//Calculate texcoord
vec2 calculateTexCoord() {

*/
#version 400

//uniform sampler2DShadow tShadowMap;
uniform sampler2D tPosition;
uniform sampler2D tDiffuse; 
uniform sampler2D tNormals;
