         {
           bool isShadowed = false;
           // compute shadowing term here.
+          float shadowContrib = 1.0;
           // isShadowed = computeShadow(shadowContrib)
           if (!isShadowed){
             vec3 diffuseContrib;
-            lambert(NdotL, u_materialDiffuse.rgb, lightDiffuse.rgb, diffuseContrib);
+            lambert(NdotL, Material_uniform_diffuse.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;
+            specularCookTorrance(normal, lightDirection, eyeVector, Material_uniform_shininess, Material_uniform_specular.rgb, lightSpecular.rgb, specularContrib.rgb);
+            return vec4(lightAmbient.rgb*Material_uniform_ambient.rgb + attenuation*spotblend*diffuseContrib.rgb*specularContrib.rgb*shadowContrib, 1.0);
           }
         }
     }

                            const in vec3 normal,
                            const in vec3 eyeVector,

                            //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,

    const in vec3 normal,
    const in vec3 eyeVector,

    //const in vec4 Material_uniform_ambient,
    //const in vec4 Material_uniform_diffuse,
    //const in vec4 Material_uniform_specular,
    //const in float Material_uniform_shininess,

    const in vec4 lightAmbient,
    const in vec4 lightDiffuse,
