 
 default_vertex_source =
 """
+//uniform vec3 light;
+//varying vec3 vNormal;
+
 void main() {
+//  vNormal = normal;
   gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
 }
 

    return success

  _create_basic_scene: () ->
    shader_parameters =
      vertexShader: default_vertex_source
      fragmentShader: default_fragment_source
    @shader_material = new THREE.ShaderMaterial(shader_parameters)

    @geometry = new THREE.CubeGeometry(1,1,1)

    @mesh = new THREE.Mesh( @geometry, @shader_material )
    @scene.add( @mesh )

    @camera.position.z = 1.5


  update_shader: (shader_parameters) ->
    if @_validate_shader_parameters(shader_parameters)
      shader_parameters.uniforms = @_uniforms
      new_material = new THREE.ShaderMaterial(shader_parameters)
      @mesh.material = new_material
      @shader_material = new_material
