    // of the normal with the direction to the light
        let light = dot(normal, surfaceToLightDirection);

        let surfaceToViewDirection = normalize(vsOut.surfaceToView);
        let halfVector = normalize(
          surfaceToLightDirection + surfaceToViewDirection);
        let specular = dot(normal, halfVector);

        // Lets multiply just the color portion (not the alpha)
        // by the light
        let color = uni.color.rgb * light + specular;
        return vec4f(color, uni.color.a);
 