 
 smooth out vec3 lightIntensity;
 
-uniform vec4 lightPosition = vec4(20,10,30,1);
-uniform vec3 lightColor = vec3(0.8, 0.8, 0.8);
+const vec4 lightPosition[2] = vec4[2](vec4(0,1,1,0), vec4(200,100,30,1));
+const vec3 lightColor[2] = vec3[2](vec3(0.6), vec3(0.8));
 
 uniform vec3 materialAmbient = vec3(.2,.2,.2);
 uniform vec3 materialDiffuse = vec3(.7);

  vec3 eyeNormal = normalize(normalMat * normal);
  vec4 eyePosition = mvMat * vec4(position,1.0);

  lightIntensity = lightColor * phongModel(lightPosition, eyeNormal, eyePosition);

  gl_Position = mvpMat * vec4(position,1.0);
}


vec3 phongModel(in vec4 lightPosition, in vec3 eyeNormal, in vec4 eyePosition)
{
  vec3 s;
  if (lightPosition.w == .0)
  {
      s = normalize(vec3(lightPosition));
  }
  else
  {
      s = normalize(vec3(lightPosition - eyePosition));
  }
  vec3 v = normalize(-eyePosition.xyz);
  vec3 r = reflect(-s, eyeNormal);

