 
   float cos_sn = max(dot(s, eyeNormal), 0.0);
 
-  vec3 ambient = lightAmbient * materialAmbient;
-  vec3 diffuse = lightDiffuse * materialDiffuse * cos_sn;
+  vec3 diffuse = materialDiffuse * cos_sn;
   if (cos_sn > .0 && materialShininess > .0)
   {
-    vec3 specular = lightSpecular * materialSpecular * pow(max(dot(r,v), .000000000000001), materialShininess);
-    return ambient + diffuse + specular;
+    vec3 specular = materialSpecular * pow(max(dot(r,v), .000000000000001), materialShininess);
+    return materialAmbient + diffuse + specular;
   }
-  return ambient + diffuse;
+  return materialAmbient + diffuse;
 }
 
 void main()

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 materialAmbient = vec3(.2,.2,.2);
uniform vec3 materialDiffuse = vec3(.7);

  vec3 eyeNormal = normalize(normalMat * normal);
  vec4 eyePosition = mvMat * vec4(position,1.0);

  lightIntensity = lightColor * phongModel(lightPosition, eyeNormal, eyePosition);

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