 // Lets multiply just the color portion (not the alpha)
  // by the light
  outColor.rgb *= light;

  // Just add in the specular
  outColor.rgb += specular;
}
`;

  // setup GLSL program
  var program = webglUtils.createProgramFromSources(gl,
      [vertexShaderSource, fragmentShaderSource]);

  // look up where the vertex data needs to go.
  var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
  var normalAttributeLocation = gl.getAttribLocation(program, "a_normal");

  // lookup 