 smooth out vec3 lightIntensity;
 
 uniform vec4 lightPosition = vec4(20,10,30,1);
-uniform vec3 lightAmbient = vec3(0.3);
-uniform vec3 lightDiffuse = vec3(1.0);
-uniform vec3 lightSpecular = vec3(0.5);
+uniform vec3 lightColor = vec3(0.8, 0.8, 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 = phongModel(eyeNormal, eyePosition);

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


  float cos_sn = max(dot(s, eyeNormal), 0.0);

  vec3 diffuse = materialDiffuse * cos_sn;
  if (cos_sn > .0 && materialShininess > .0)
  {
    vec3 specular = materialSpecular * pow(max(dot(r,v), .000000000000001), materialShininess);
    return materialAmbient + diffuse + specular;
  }
  return materialAmbient + diffuse;
}

void main()
