 uniform vec4 ambientColor = vec4(1);
 
 vec4
-lighting(vec3 Peye, vec3 Neye)
+lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
 {
     vec4 color = vec4(0);
 

    gNormal = vNormal[index];
#else
    gNormal = normal;
#endif
    gl_Position = ProjectionMatrix * vPosition[index];
    EmitVertex();

        float s = pow(max(0.0, dot(n, h)), 500.0f);

        color += lightSource[i].ambient * ambientColor
            + d * lightSource[i].diffuse * diffuse
            + s * lightSource[i].specular;
    }

