     float lamberFactor  = max(dot(light, bump_color), 0.0);
     float specFactor = max(pow(dot(halfVec, bump_color), 28.0), 0.0);
 
-    gl_FragColor = vec4(color * lamberFactor + vec3(1.0) * specFactor, alpha);
+    fragColor = vec4(color * lamberFactor + vec3(1.0) * specFactor, alpha);
 }
 #endif

uniform sampler2D diffuse;
uniform sampler2D bump;

varying vec2 tex0;
varying vec3 eye;
varying vec3 light;
varying float distance;
varying vec3 halfVec;

void main() {
    vec4 color_sample = texture2D(diffuse, tex0);

uniform vec4 light_pos;
uniform vec4 camera_pos;

varying_vert vec2 tex0;
varying_vert vec3 eye;
varying_vert vec3 light;
varying_vert float distance;
varying_vert vec3 halfVec;

void main(void) {
    vec3 b = cross(n, t);
