Index: shaders/ship.frag
===================================================================
--- shaders/ship.frag	(revision 1908591f828b8f96e74a01dcce09fc9b37f711d4)
+++ shaders/ship.frag	(revision f97c5e78e8f533e4b803e95b4dbb4ec3f1358ff3)
@@ -8,5 +8,4 @@
 layout(location = 0) out vec4 outColor;
 
-/*
 // fixed point light properties
 vec3 Ls = vec3(1.0, 1.0, 1.0);
@@ -19,42 +18,39 @@
 vec3 Ka = vec3(0.2, 0.2, 0.2);
 float specular_exponent = 100.0; // specular 'power'
-*/
 
 void main() {
-  /*
-  // ambient intensity
-  vec3 Ia = La * Ka;
+   // ambient intensity
+   vec3 Ia = La * Ka;
 
-  // ambient intensity
-  vec3 Ia2 = La * Ka;
+   // ambient intensity
+   vec3 Ia2 = La * Ka;
 
-  vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
-  float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
+   //vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
+   //float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
 
-  // diffuse intensity
-  vec3 Id = Ld * color * dot_prod;
+   // diffuse intensity
+   //vec3 Id = Ld * color * dot_prod;
 
-  vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
-  float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
+   //vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
+   //float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
 
-  // diffuse intensity
-  vec3 Id2 = Ld * color * dot_prod2;
+   // diffuse intensity
+   //vec3 Id2 = Ld * color * dot_prod2;
 
-  vec3 surface_to_viewer_eye = normalize(-position_eye);
+   //vec3 surface_to_viewer_eye = normalize(-position_eye);
 
-  vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
-  float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
-  float specular_factor = pow(dot_prod_specular, specular_exponent);
+   //vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
+   //float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
+   //float specular_factor = pow(dot_prod_specular, specular_exponent);
 
-  vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
-  float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
-  float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
+   //vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
+   //float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
+   //float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
 
-  // specular intensity
-  vec3 Is = Ls * Ks * specular_factor;
-  vec3 Is2 = Ls * Ks * specular_factor2;
+   // specular intensity
+   //vec3 Is = Ls * Ks * specular_factor;
+   //vec3 Is2 = Ls * Ks * specular_factor2;
 
-  outColor = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
-  */
-  outColor = vec4(color, 1.0);
+   //frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
+   outColor = vec4(color, 1.0);
 }
Index: shaders/ship.vert
===================================================================
--- shaders/ship.vert	(revision 1908591f828b8f96e74a01dcce09fc9b37f711d4)
+++ shaders/ship.vert	(revision f97c5e78e8f533e4b803e95b4dbb4ec3f1358ff3)
@@ -2,4 +2,5 @@
 #extension GL_ARB_separate_shader_objects : enable
 
+// TODO: Figure out if the UniformBufferObject label is necessary and, if not, remove it
 layout (binding = 0) uniform UniformBufferObject {
    mat4 model;
@@ -10,4 +11,6 @@
 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 ubo_index;
 
 //out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
@@ -20,11 +23,11 @@
 
 void main() {
-  // ORIG: position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
-  position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));
-  //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));
+   //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
+   position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));
+   //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));
 
-  gl_Position = ubo.proj * vec4(position_eye, 1.0);
+   gl_Position = ubo.proj * vec4(position_eye, 1.0);
 }
