   //compute our diffuse & specular terms
   LightResult lr;
   if (uSpecular)
-    lr.specular = phongSpecular(L, V, N, shininess) * specularScale;
+    lr.specular = phongSpecular(L, V, N, shininess);
   lr.diffuse = lambertDiffuse(L, N);
   return lr;
 }

  vec3 surfaceNormal,
  float shininess) {

  vec3 R = normalize(reflect(lightDirection, surfaceNormal));  
  return pow(max(0.0, dot(R, viewDirection)), shininess);
}


vec3 V;
vec3 N;

const float shininess = 32.0;
const float specularFactor = 2.0;
const float diffuseFactor = 0.73;

struct LightResult {
	float specular;
