   vec3 eyeNormal = normalize(normalMat * normal);
   vec4 eyePosition = mvMat * vec4(position,1.0);
 
-  lightIntensity = phongModel(eyeNormal, eyePosition);
+  lightIntensity = lightColor * phongModel(lightPosition, eyeNormal, eyePosition);
 
   gl_Position = mvpMat * vec4(position,1.0);
 }

uniform mat4 projectionMat;
uniform mat4 mvpMat;

vec3 phongModel(in vec3 eyeNormal, in vec4 eyePosition)
{
  vec3 s = normalize(vec3(lightPosition - eyePosition));
  vec3 v = normalize(-eyePosition.xyz);

smooth out vec3 lightIntensity;

uniform vec4 lightPosition = vec4(20,10,30,1);
uniform vec3 lightColor = vec3(0.8, 0.8, 0.8);

uniform vec3 materialAmbient = vec3(.2,.2,.2);
uniform vec3 materialDiffuse = vec3(.7);
