diff --git a/labs2/lab3/lab3.cpp b/labs2/lab3/lab3.cpp
index 6cd2c503ea63b2339e322dfda76be54cdc27ab7f..346e70981b9c99e6f47602611272e2ba9101943a 100755
--- a/labs2/lab3/lab3.cpp
+++ b/labs2/lab3/lab3.cpp
@@ -365,6 +365,12 @@ int main()
         
         ourShader.Use();
 
+        GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
+        GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
+
+        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
+
         //glUniform3f(glGetUniformLocation(ourShader.Program, "objectColor"), 1.0f, 1.0f, 1.0f);
         glUniform3f(glGetUniformLocation(ourShader.Program, "light.position"), lightPos.x, lightPos.y, lightPos.z);
         glUniform3f(glGetUniformLocation(ourShader.Program, "viewPos"), cameraPos.x, cameraPos.y, cameraPos.z);
@@ -373,10 +379,10 @@ int main()
         glUniform3f(glGetUniformLocation(ourShader.Program, "light.diffuse"), lightColor.x, lightColor.y, lightColor.z);
         glUniform3f(glGetUniformLocation(ourShader.Program, "light.specular"), lightColor.x, lightColor.y, lightColor.z);
 
-        glUniform3f(glGetUniformLocation(ourShader.Program, "material.ambient"), 1.0f, 0.0f, 0.0f);
-        glUniform3f(glGetUniformLocation(ourShader.Program, "material.diffuse"), 0.0f, 1.0f, 0.0f);
-        glUniform3f(glGetUniformLocation(ourShader.Program, "material.specular"), 0.0f, 0.0f, 1.0f);
-        glUniform1f(glGetUniformLocation(ourShader.Program, "material.shininess"), 256.0f);
+        glUniform3f(glGetUniformLocation(ourShader.Program, "material.ambient"), 1.0f, 1.0f, 1.0f);
+        glUniform3f(glGetUniformLocation(ourShader.Program, "material.diffuse"), 1.0f, 1.0f, 1.0f);
+        glUniform3f(glGetUniformLocation(ourShader.Program, "material.specular"), 1.0f, 1.0f, 1.0f);
+        glUniform1f(glGetUniformLocation(ourShader.Program, "material.shininess"), 64.0f);
 
 
         GLfloat timeValue = glfwGetTime();
@@ -392,13 +398,15 @@ int main()
 
         
 
-        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
-        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
+        //glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+        //glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
+        
+        GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
+        
         glBindVertexArray(VAO);
 
         for (GLuint i = 0; i < 10; i++)
         {
-            GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
             glm::mat4 model = glm::mat4(1.0f);
             model = glm::translate(model, cubePositions[i]);
             GLfloat angle = 20.0f * i;
@@ -416,7 +424,6 @@ int main()
         glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture"), 0);
 
         glm::mat4 groundModel = glm::mat4(1.0f);
-        GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
         glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(groundModel));
 
         glDrawArrays(GL_TRIANGLES, 0, 6);
diff --git a/labs2/lab3/lightning.frag b/labs2/lab3/lightning.frag
index f9e3df36320c2211a4f4c56bf92e027bce21c374..a3d2c36e11e16297399bccf5990c19eece8aba6d 100755
--- a/labs2/lab3/lightning.frag
+++ b/labs2/lab3/lightning.frag
@@ -20,6 +20,7 @@ void main()
 
     float diff = max(dot(norm, lightDir), 0.0f);
     vec3 diffuse = diff * lightColor;
+    //diffuse = vec3(1.0f);
 
     float specularStrength = 0.5f;
     vec3 viewDir = normalize(viewPos - FragPos);
diff --git a/labs2/lab3/shader.frag b/labs2/lab3/shader.frag
index 860247f254ace52a300162321f0c6d03ea752273..f61ce082e300d3ed4883ba666ac6612edf314f00 100755
--- a/labs2/lab3/shader.frag
+++ b/labs2/lab3/shader.frag
@@ -36,25 +36,18 @@ void main()
     vec3 texColor = texture(ourTexture, TexCoord).rgb;
 
     // Ambient
-    //float ambientStrength = 0.1f;
-    //vec3 ambient = ambientStrength * lightColor;
-    //vec3 ambient = lightColor * material.ambient;
     vec3 ambient = light.ambient * material.ambient;
 
     // Diffuse
     vec3 norm = normalize(Normal);
     vec3 lightDir = normalize(light.position - FragPos);
     float diff = max(dot(norm, lightDir), 0.0f);
-    //vec3 diffuse = lightColor * (diff * material.diffuse);
     vec3 diffuse = light.diffuse * (diff * material.diffuse);
 
     // Specular
-    //float specularStrength = 0.5f;
     vec3 viewDir = normalize(viewPos - FragPos);
     vec3 reflectDir = reflect(-lightDir, norm);
     float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
-    //vec3 specular = specularStrength * spec * lightColor;
-    //vec3 specular = lightColor * (spec * material.specular);
     vec3 specular = light.specular * (spec * material.specular);
 
     vec3 result = (ambient + diffuse + specular) * texColor;