Index: shaders/ship.frag
===================================================================
--- shaders/ship.frag	(revision 2b40f48451bcb9515aa7975e44a5355e22f146cb)
+++ shaders/ship.frag	(revision 7c929fc6d7d0bbc80ddc3d72e89c0c4601e4cecc)
@@ -15,6 +15,7 @@
 
 // reflectance of the object surface
+// TODO: Eventually, I might want to move these properties into an ssbo so they differ per object
 vec3 Ks = vec3(1.0, 1.0, 1.0);
-vec3 Kd = vec3(1.0, 0.5, 0.0);
+vec3 Kd = color;
 vec3 Ka = vec3(0.2, 0.2, 0.2);
 float specular_exponent = 100.0; // specular 'power'
@@ -31,6 +32,5 @@
 
    // diffuse intensity
-   vec3 Id = Ld * color * dot_prod;
-   //vec3 Id = Ld * Kd * dot_prod;
+   vec3 Id = Ld * Kd * dot_prod;
 
    vec3 surface_to_viewer_eye = normalize(-position_eye);
@@ -43,5 +43,4 @@
    vec3 Is = Ls * Ks * specular_factor;
 
-   //outColor = vec4(Is + Id + Ia, 1.0);
-   outColor = vec4(color, 1.0);
+   outColor = vec4(Is + Id + Ia, 1.0);
 }
Index: shaders/ship.vert
===================================================================
--- shaders/ship.vert	(revision 2b40f48451bcb9515aa7975e44a5355e22f146cb)
+++ shaders/ship.vert	(revision 7c929fc6d7d0bbc80ddc3d72e89c0c4601e4cecc)
@@ -27,16 +27,19 @@
 // fixed point light position
 //vec3 light_position_world = vec3(0.0, 0.0, 2.0);
-vec3 light_position_world = vec3(0.4, 1.5, 0.8);
-//vec3 light_position_world = vec3(0.0, 1.0, -1.0);
+//vec3 light_position_world = vec3(0.4, 1.5, 0.8);
+vec3 light_position_world = vec3(0.4, 0.0, 0.2);
 
 // TODO: This does not account for scaling in the model matrix
 // Check Anton's book to see how to fix this
 void main() {
-   position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
+   //position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
+   position_eye = vec3(vec4(vertex_position, 1.0));
 
    // Using 0.0 instead of 1.0 means translations won't effect the normal
-   normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
+   //normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
+   normal_eye = normalize(vec3(vec4(vertex_normal, 0.0)));
    color = vertex_color;
-   light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
+   //light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
+   light_position_eye = vec3(vec4(light_position_world, 1.0));
 
    //gl_Position = ubo.proj * vec4(position_eye, 1.0);
