 varying float gfFogFactor;
 
 //testing material
-varying vec4 m_ambientC;
-varying vec4 m_diffuseC;
-varying vec4 m_specularC;
-varying vec4 m_emissionC;
-varying float m_shininess;	//a.ka. specular exponent
 varying vec4 m_color;
 
+//constants
 const float zero_float = 0.0;
 const float one_float = 1.0;
 


	vec4 lightColor = vec4(zero_float, zero_float, zero_float, zero_float);
	float att = zero_float;
	vec3 lightVnorm = normalize(lightVector[i]);
	vec3 normal = normalize(n);
	if(gfLightTwoSide && (!gl_FrontFacing)){//light back face
		//originally: normal *=-1; -> Not compliant with Shading Language v1.0
		normal *= vec3(-1.0, -1.0, -1.0);

	float half_cos = dot(normal, normalize(halfVector[i]));

	if(lights[i].type == 2){	//we have a point
		float distance = length(lightVector[i]);	
		att = 1.0 / (lights[i].attenuation.x + lights[i].attenuation.y * distance + lights[i].attenuation.z * distance * distance);

