n);
            vec3 incidentVec = normalize(vPosition - lightPosition.xyz);
            vec3 lightVec = -incidentVec;
            float diffuse = max(dot(lightVec, normal), 0.0);
            float highlight = pow(max(dot(eyeVec, reflect(incidentVec, normal)), 0.0), 100.0);
            float ambient = 0.1;
            fragColor = vec4(color * (diffuse + highlight + ambient), 1.0);
        }
    </script>
    <script type="x-shader/vs" id="vertex-quad">
        #version 300 es

        layout(location=0) in 