Index: shaders/ship.frag
===================================================================
--- shaders/ship.frag	(revision 8e02b6ba837700ee39877d03da5cd5112cf055d9)
+++ shaders/ship.frag	(revision 06d959f593b7fdb74510302df65f69c7241c37a9)
@@ -5,4 +5,6 @@
 layout(location = 0) in vec3 position_eye;
 layout(location = 1) in vec3 color;
+layout(location = 2) in vec3 light_position_eye;
+layout(location = 3) in vec3 light2_position_eye;
 
 layout(location = 0) out vec4 outColor;
@@ -26,5 +28,5 @@
    vec3 Ia2 = La * Ka;
 
-   //vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
+   vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
    //float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
 
@@ -32,5 +34,5 @@
    //vec3 Id = Ld * color * dot_prod;
 
-   //vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
+   vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
    //float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
 
@@ -52,5 +54,5 @@
    //vec3 Is2 = Ls * Ks * specular_factor2;
 
-   //frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
+   //outColor = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
    outColor = vec4(color, 1.0);
 }
Index: shaders/ship.vert
===================================================================
--- shaders/ship.vert	(revision 8e02b6ba837700ee39877d03da5cd5112cf055d9)
+++ shaders/ship.vert	(revision 06d959f593b7fdb74510302df65f69c7241c37a9)
@@ -17,8 +17,10 @@
 layout(location = 0) out vec3 position_eye;
 layout(location = 1) out vec3 color;
+layout(location = 2) out vec3 light_position_eye;
+layout(location = 3) out vec3 light2_position_eye;
 
 // fixed point light position
-//vec3 light_position_world = vec3(0.0, 0.0, 2.0);
-//vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
+vec3 light_position_world = vec3(0.0, 0.0, 2.0);
+vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
 
 void main() {
@@ -27,6 +29,6 @@
    //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
    color = vertex_color;
-   //light_position_eye = vec3(view * vec4(light_position_world, 1.0));
-   //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
+   light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
+   light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
 
    gl_Position = ubo.proj * vec4(position_eye, 1.0);
