     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


    eye = camera_pos.xyz;
    tex0 = tex;
    gl_Position = projection_matrix * modelview_matrix * vec4(position, 1.0);
}
#endif

uniform sampler2D diffuse;
uniform sampler2D bump;

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

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