     gNormal = vNormal[index];
 #else
     gNormal = normal;
+#endif
+#ifdef VARYING_COLOR
+    gColor = vColor[index];
 #endif
     gl_Position = ProjectionMatrix * vPosition[index];
     EmitVertex();

        float s = pow(max(0.0, dot(n, h)), 500.0f);

        color += lightSource[i].ambient * ambientColor
            + d * lightSource[i].diffuse * diffuseColor
            + s * lightSource[i].specular;
    }


uniform vec4 ambientColor = vec4(1);

vec4
lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
{
    vec4 color = vec4(0);

