     const in vec3 normal,
     const in vec3 eyeVector,
 
-    //const in vec4 u_materialAmbient,
-    //const in vec4 u_materialDiffuse,
-    //const in vec4 u_materialSpecular,
-    //const in float u_materialShininess,
+    //const in vec4 Material_uniform_ambient,
+    //const in vec4 Material_uniform_diffuse,
+    //const in vec4 Material_uniform_specular,
+    //const in float Material_uniform_shininess,
 
     const in vec4 lightAmbient,
     const in vec4 lightDiffuse,

        {
          bool isShadowed = false;
          // compute shadowing term here.
          // isShadowed = computeShadow(shadowContrib)
          if (!isShadowed){
            vec3 diffuseContrib;
            lambert(NdotL, u_materialDiffuse.rgb, lightDiffuse.rgb, diffuseContrib);
            vec3 specularContrib;
            specularCookTorrance(normal, lightDirection, eyeVector, u_materialShininess, u_materialSpecular.rgb, lightSpecular.rgb, specularContrib)
              return lightAmbient*u_materialAmbient + attenuation*spotblend*diffuseContrib*specularContrib*shadowContrib;
          }
        }
    }

                {
                    bool isShadowed = false;
                    // compute shadowing term here.
                    float shadowContrib;
                    // isShadowed = computeShadow(shadowContrib)
                    if (!isShadowed){
                        vec3 diffuseContrib;
                        lambert(NdotL, Material_uniform_diffuse.rgb, lightDiffuse.rgb, diffuseContrib);
                        vec3 specularContrib;
                        specularCookTorrance(normal, lightDirection, eyeVector, Material_uniform_shininess, Material_uniform_specular.rgb, lightSpecular.rgb, specularContrib.rgb);
                        return vec4(lightAmbient.rgb*Material_uniform_ambient.rgb + attenuation*spotblend*diffuseContrib.rgb*specularContrib.rgb*shadowContrib, 1.0);
                    }
                }
            }
