//FallBack01_Bump_Light.fragment

in vec3 vLightDir;
in vec3 vUv;
in vec3 vLightPos;

OUTPUT

uniform samplerCube tex0; //normalizedVecMap
uniform sampler2D tex1; //normalMap
uniform sampler3D tex2; //attenuation

void main() {
	vec4 nv = textureCube(tex0, vLightDir);
	vec4 norm = texture(tex1, vUv.st);
	vec4 attenuation = texture3D(tex2, vLightPos);

	outColor = vec4(4*((nv.r - 0.5)*(norm.r - 0.5) + (nv.g - 0.5)*(norm.g - 0.5) + (nv.b - 0.5)*(norm.b - 0.5)));
	outColor.a *= attenuation.g;
}

