//Fallback02_Diffuse_Light_p1.fragment

in vec3 vLightDir;
in vec3 vLightPos;

OUTPUT

uniform samplerCube tex0;
uniform sampler3D tex1;

void main() {
	vec4 normalizedVec = textureCube(tex0, vLightDir);
	vec4 attenuation = texture3D(tex1, vLightPos);
	outColor = vec4(2.0*(normalizedVec.b - 0.5));
	outColor.a *= attenuation.g;
}