                             const in vec3 normal,
                             const in vec3 eyeVector,
 
-                            //const in vec4 u_materialAmbient,
-                            //const in vec4 u_materialDiffuse,
-                            //const in vec4 u_materialSpecular,
-                            //const in float u_materialShininess,
+                            //const in vec4 Material_uniform_ambient,
+                            //const in vec4 Material_uniform_diffuse,
+                            //const in vec4 Material_uniform_specular,
+                            //const in float Material_uniform_shininess,
 
                             const in vec4 lightAmbient,
                             const in vec4 lightDiffuse,

                {
                    bool isShadowed = false;
                    // compute shadowing term here.
                    // isShadowed = computeShadow(shadowContrib)
                    if (!isShadowed){
                        vec3 diffuseContrib;
                        lambert(NdotL, u_materialDiffuse.rgb, LightDiffuse.rgb, diffuseContrib);
                        vec3 specularContrib;
                        specularCookTorrance(normal, lightDirection, eyeVector, u_materialShininess, u_materialSpecular.rgb, lightSpecular.rgb, specularContrib)
                            return lightAmbient*u_materialAmbient + attenuation*spotblend*diffuseContrib*specularContrib*shadowContrib;
                    }
                }
            }

    {
      bool isShadowed = false;
      // compute shadowing term here.
      float shadowContrib;
      // isShadowed = computeShadow(shadowContrib)
      if (!isShadowed)
        {
          vec3 diffuseContrib;
          lambert(NdotL, Material_uniform_diffuse.rgb, lightDiffuse.rgb, diffuseContrib);
          vec3 specularContrib;
          specularCookTorrance(normal, lightDirection, eyeVector, Material_uniform_shininess, Material_uniform_specular.rgb, lightSpecular.rgb, specularContrib.rgb);
          return vec4(lightAmbient.rgb*Material_uniform_ambient.rgb + diffuseContrib.rgb*specularContrib.rgb*shadowContrib, 1.0);
        }
    }
  return vec4(0.0);
