 uniform float green;
 uniform float blue;
 
-uniform float shine;
+//uniform float shine;
 
 varying vec3 v;
 varying vec3 N;

{	
	vec4	ambient = vec4(red, green, blue, alpha);
	vec4	diffuse = vec4(0.9, 0.9, 0.9, alpha);
	float shinyness = shine;
	
	vec3 L = normalize(gl_LightSource[0].position.xyz - v);   
	vec3 E = normalize(-v); 

#version 110 //GLSL 

//Fragment shader

uniform sampler2D tex0;

