ghtVec = uLightPosition.xyz - position;
            float attenuation = 1.0 - length(lightVec);
            vec3 lightDirection = normalize(lightVec);
            vec3 reflectionDirection = reflect(-lightDirection, normal);
            float nDotL = max(dot(lightDirection, normal), 0.0);
            vec3 diffuse = nDotL * uLightColor.rgb;
            float ambient = 0.1;
            vec3 specular = pow(max(dot(reflectionDirection, eyeDirection), 0.0), 20.0) * uLightColor.rgb;

            fragColor = vec4(a