float4x3 L = matL - float4x3(positionWS, positionWS, positionWS, positionWS);
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float4(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
float ltcValue;