-GLfloat emission0[] = {1.0, 1.0, 1.0, 0.5};
-GLfloat light0_pos[] ={1.0, 1.0, 0,0, 0.5};
-GLfloat glightmodel[] = {0.2,0.2,0.2,1};
\ No newline at end of file
+GLfloat direction0[] = {0.0, 0.0, 0.0};
+
+GLfloat lightPosition0[4];
+
+float lightAngle0 = 0.0, lightHeight0 = 5;
+int lightMoving0 = 0, lightStartX0, lightStartY0;
+
+/* Light 1 parameters */
+GLfloat diffuse1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat ambient1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat specular1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat direction1[] = {0.0, 0.0, 0.0};
+
+GLfloat lightPosition1[4];
+
+float lightAngle1 = 360.0, lightHeight1 = 5;
+int lightMoving1 = 0, lightStartX1, lightStartY1;
+
+/* Material types */
+GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};
+GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat shine = 100.0;
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};
+GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};
+
+/* Zoom and rotate tracking */
+GLfloat zoom = 0.0, rotate = 0.0, camAngle = 40.0;
+GLfloat zoomFactor = 0.2, rotateFactor = 0.5, camAngleFactor = 0.5;
+GLfloat leftrightFactor = 0.5, nearfarFactor = 0.5, bigsmallFactor = 0.5, updownFactor = 0.5;
+
+/* Beginning width, height */
+int width = 500, height = 500;
+
+/* Texture state tracking */
+int currentGroundTexture = 0, currentMeshTexture = 0;
\ No newline at end of file