 
   // "gl_NormalMatrix", it's defined as "the transpose of the inverse of the gl_ModelViewMatrix"
   N = normalize(normalMat * vertex_normal);
-  L = normalize(vec4(110, 20, 110, 0.0) - v);
+  L = normalize(vec4(1, 30, 1000, 0.0) - v);
   vec4 E = normalize(-v);
   vec4 R = normalize(reflect(-L, N));
 

varying vec4 color;
varying vec4 N;
varying vec4 v;
varying vec4 diffuse;
varying vec4 spec;


uniform float specPow;

void main() {
vec4 ambientMatTemp = vec4(0.8, 0.4, 0.2, 1.0);
vec4 diffuseMatTemp = vec4(0.75, 0.75, 0.5, 1.0);
vec4 specMatTemp = vec4(0.8, 0.8, 0.8, 1.0);

float specPow = 5;
vec4 L;

