niness;

    in vec3 vNormal;
    in vec3 vLightRay;
    in vec3 vEyeVector;
    in vec4 vFinalColor;

    out vec4 fragColor;

    void main(void) {
      if (uWireframe) {
        fragColor = vFinalColor;
      }
      else {
        vec3 L = normalize(vLightRay);
        vec3 N = normalize(vNormal);

        float lambertTerm = dot(N, -L);

        // Ambient
        vec4 Ia = uLightAmbient * uMaterialAmbient;
        // Diffuse
        vec4 Id = vec4(0.0, 0.0, 0.0, 1.0);
        // Specular
        vec4