#version 120
// It was expressed that some drivers required this next line to function properly
precision highp float;
#define MAX_LIGHTS 8

in vec3 alightVec[MAX_LIGHTS];
in vec3 aeyeVec[MAX_LIGHTS];
in vec2 texCoord;

in vec4 vpos; //vertex pos
uniform int renderingmirror;
uniform vec4 clipeq;

in float ShadowAngle;
in vec4 ShadowCoord;

uniform vec4 glColor;

uniform float bias;
uniform float lightsEnabled[MAX_LIGHTS];
uniform float lightsinvRadius[MAX_LIGHTS];
uniform float lightMapSelect[MAX_LIGHTS];
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform sampler2D lightMap;

//uniform sampler2D specularMap;
uniform sampler2D shadowMap;
//uniform float invRadius;
//out vec4 gl_FragColor;

void main (void)
{

vec3 lightVec;
vec3 eyeVec;
vec4 accvDiffuse = vec4(0.0);
vec4 accvSpecular = vec4(0.0);
float distSqr;
vec3 lVec;
vec3 vVec;
float att;
vec4 base;
vec4 vAmbient;
vec3 bump;
float diffuse;
vec4 vDiffuse;
vec4 vSpecular;
float specular;
vec3 nrmltexture;

	base = texture2D(colorMap, texCoord);
	vec4 color = base*glColor;
	gl_FragColor = color;
}
