color to the diffuse property exclusing lights
      if (uWireframe) {
        vFinalColor = uMaterialDiffuse;
      }

      vec4 vertex = uModelViewMatrix * vec4(aVertexPosition, 1.0);
      vec4 light = vec4(uLightPosition,1.0);

      // If true, then ensure that light position
      // is appropruately updated
      if (uUpdateLight) {
        light = uModelViewMatrix * vec4(uLightPosition,1.0);
      }

      vNormal = vec3(uNormalMatrix * vec4(aVertexNormal, 1.0));
      vLightRay = vertex.xyz-light.