    out vec3 vLightRay[numLights];
    out vec3 vEye[numLights];

    void main(void) {
      vec4 vertex = uModelViewMatrix * vec4(aVertexPosition, 1.0);
      vec4 lightPosition = vec4(0.0);

      // Set varyings for each individual light
      for(int i= 0; i < numLights; i++) {
        lightPosition = vec4(uLightPosition[i], 1.0);
        vLightRay[i] = vertex.xyz - lightPosition.xyz;
        vEye[i] = -vec3(vertex.xyz);
      }

      vNormal = vec3(uNormalMatrix * vec4(aVertexNormal, 1.0));
      gl_