 uniform float specPow;
 
 void main() {
-vec4 ambientMatTemp = vec4(0.8, 0.4, 0.2, 0.0);
-vec4 diffuseMatTemp = vec4(0.75, 0.75, 0.5, 0.0);
-vec4 specMatTemp = vec4(0.8, 0.8, 0.8, 0.0);
-vec4 ambient;
-vec4 diffuse = vec4(0, 0, 0, 0);
-vec4 spec = vec4(0, 0, 0, 0);
+vec4 ambientMatTemp = vec4(0.8, 0.4, 0.2, 1.0);
+vec4 diffuseMatTemp = vec4(0.75, 0.75, 0.5, 1.0);
+vec4 specMatTemp = vec4(0.8, 0.8, 0.8, 1.0);
+
 float specPow = 5;
 vec4 L;
 

varying vec4 color;
varying vec4 N;
varying vec4 v;
varying vec4 diffuse;
varying vec4 spec;



  // "gl_NormalMatrix", it's defined as "the transpose of the inverse of the gl_ModelViewMatrix"
  N = normalize(normalMat * vertex_normal);
  L = normalize(vec4(1, 30, 1000, 0.0) - v);
  vec4 E = normalize(-v);
  vec4 R = normalize(reflect(-L, N));

