 ///////////////////////
 
 /// for each light
-//direction, distance, NDL, attenuation, compute diffuse, compute specular
+//direction, dist, NDL, attenuation, compute diffuse, compute specular
 
 vec4 computeSpotLightShading(
     const in vec3 normal,
     const in vec3 eyeVector,
     const in vec3 vertexPosition,
 
-    const in vec4 materialAmbient,
-    const in vec4 materialDiffuse,
-    const in vec4 materialSpecular,
-    const in float materialShininess,
+    //const in vec4 u_materialAmbient,
+    //const in vec4 u_materialDiffuse,
+    //const in vec4 u_materialSpecular,
+    //const in float u_materialShininess,
 
     const in vec4 lightAmbient,
     const in vec4 lightDiffuse,

////////////////
// ATTENUATION
/////////////
float getLightAttenuation(const in float distance, const in float constant, const in float linear, const in float quadratic)
{
    return 1.0 / ( constant + linear*distance + quadratic*distance*distance );
}
///////////////
// SPOT CUT OFF

                    // 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;
                    }
                }
            }
