Add LightSource files.
Move the building matrix code to the Mesh.draw function.
In fragment shader, change to use LightSource.position.
Fix the light position calculation.
Revert the diffuse lighting code.
It has no vertex and light diffuse color for the lightVector test.
Now, it use both color.
Fix the incorrect order of the LightSource constructor arguments.
Add the Material deta binding code.
Rewrite the specular code in default.frag.
Remove calcMatrix. it finished the role.
Change to use the sizeOf function, instead of the immediate value.
Increase the world and object.
because the large object has good highlight.
Fix the normal vector calculation.
Change the light and material parameter appropriately.
Add the attenuation factor to the fragment shader.