 	Idiff = clamp(Idiff, 0.0, 1.0);     
 
 	// specular term
-	vec4 Ispec = vec4(0.0, 0.0, 0.0, 0.0);
+	//vec4 Ispec = vec4(0.0, 0.0, 0.0, 0.0);
 
 	// final color 
-	gl_FragColor = Iamb + Idiff + Ispec;	
+	gl_FragColor = Iamb + Idiff; //+ Ispec;	
 }

#version 110

uniform sampler2D tex0;


uniform float green;
uniform float blue;

//uniform float shine;

varying vec3 v;
varying vec3 N;
