Index: shaders/asteroid.frag
===================================================================
--- shaders/asteroid.frag	(revision 8d92284183baeec77ad25d7c8b704ee0757a49a0)
+++ shaders/asteroid.frag	(revision b8efa561bb310d6d43bc6666ee16750afbcac2f8)
@@ -4,7 +4,8 @@
 layout(location = 0) in vec3 position_eye;
 layout(location = 1) in vec3 color;
-layout(location = 2) in vec3 normal_eye;
-layout(location = 3) in vec3 light_position_eye;
-layout(location = 4) in vec3 light2_position_eye;
+layout(location = 2) in vec2 fragTexCoord;
+layout(location = 3) in vec3 normal_eye;
+layout(location = 4) in vec3 light_position_eye;
+layout(location = 5) in vec3 light2_position_eye;
 
 layout(location = 0) out vec4 frag_color;
@@ -52,5 +53,5 @@
    // specular intensity
    vec3 Is = Ls * Ks * specular_factor;
-   vec3 Is2 = Ls * Ks * specular_factor2;
+   vec3 Is2 = Ls * Ks * specular_factor2 + vec3(fragTexCoord, 0.0) - vec3(fragTexCoord, 0.0);
 
    frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
Index: shaders/asteroid.vert
===================================================================
--- shaders/asteroid.vert	(revision 8d92284183baeec77ad25d7c8b704ee0757a49a0)
+++ shaders/asteroid.vert	(revision b8efa561bb310d6d43bc6666ee16750afbcac2f8)
@@ -19,12 +19,14 @@
 layout(location = 0) in vec3 vertex_position;
 layout(location = 1) in vec3 vertex_color;
-layout(location = 2) in vec3 vertex_normal;
-layout(location = 3) in uint obj_index;
+layout(location = 2) in vec2 inTexCoord;
+layout(location = 3) in vec3 vertex_normal;
+layout(location = 4) in uint obj_index;
 
 layout(location = 0) out vec3 position_eye;
 layout(location = 1) out vec3 color;
-layout(location = 2) out vec3 normal_eye;
-layout(location = 3) out vec3 light_position_eye;
-layout(location = 4) out vec3 light2_position_eye;
+layout(location = 2) out vec2 fragTexCoord;
+layout(location = 3) out vec3 normal_eye;
+layout(location = 4) out vec3 light_position_eye;
+layout(location = 5) out vec3 light2_position_eye;
 
 // fixed point light position
@@ -40,4 +42,6 @@
    color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent));
 
+   fragTexCoord = inTexCoord;
+
    light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
    light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
