 }
 
 void shade(in vec3 normal, in vec3 ecPoint) {
+
   Ambient = vec4(0.0);
   Diffuse = vec4(0.0);
   Specular = vec4(0.0);
   
 #pragma lights
-  //pointLight(0, normal, -normalize(ecPoint), ecPoint);
-  //pointLight(1, normal, -normalize(ecPoint), ecPoint);
-  //directionalLight(2, normal);
  
   vec4 color = //gl_FrontLightModelProduct.sceneColor +
     Ambient  * gl_FrontMaterial.ambient +

   else
   {
       pf = pow(nDotHV, gl_FrontMaterial.shininess);

   }
   Ambient  += gl_LightSource[i].ambient * attenuation;
   Diffuse  += gl_LightSource[i].diffuse * nDotVP * attenuation;
   Specular += gl_LightSource[i].specular * pf * attenuation;

   float d;            // distance from surface to light source
   vec3  VP;           // direction from surface to light position
   vec3  halfVector;   // direction of maximum highlights

   if (dot(normal, eye) < 0)
   {
       normal *= -1;
   }

   // Compute vector from surface to light position
   VP = vec3 (gl_LightSource[i].position) - ecPosition3;
