//Fallback01_Diffuse_Light_p1.fragment

in vec4 vLightColor;
in vec3 vUv;
in vec3 vLightPos;
in vec3 vLightDir;

OUTPUT

uniform samplerCube tex0; //normalMap
uniform sampler3D tex2; //attenuation

void main() {
	vec4 normalizedVec = textureCube(tex0, vLightDir);
	vec4 attenuation = texture3D(tex2, vLightPos);
	outColor = vec4(2.0*(normalizedVec.b - 0.5));
	outColor.a *= attenuation.g;
}

