diff --git a/lab3/src/lab3.js b/lab3/src/lab3.js
index d5d72d47d196c1118f5bdac90782308b64ecb09a..72fd603cb13ced1b3f982fb4a90bd71b473bcce6 100644
--- a/lab3/src/lab3.js
+++ b/lab3/src/lab3.js
@@ -151,6 +151,7 @@ function main() {
     gl.clearColor(0, 0, 0, 1);
     gl.enable(gl.DEPTH_TEST);
     const n = initVertexBuffers(gl);
+    // Get the storage locations
     let u_viewMatrix = gl.getUniformLocation(gl.program, 'u_viewMatrix')
     let u_LightDirectional = gl.getUniformLocation(gl.program, 'u_LightDirectional')
     let u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection')
@@ -160,19 +161,21 @@ function main() {
     let u_MatrixInverseTransposee = gl.getUniformLocation(gl.program, 'u_MatrixInverseTransposee')
 
     //positionne light
+    //light1 point | light2 direction utils pour deplacer light
     let Light1Pos = [0.0, 2.0, 0.0];
     let Light2Pos = [0.0, 2.0, 0.0];
     gl.uniform3f(u_LightDirectional, 0.0, 0.0, 0.0);
     let lightDirection = new Vector3(Light2Pos);
     gl.uniform3fv(u_LightDirection, lightDirection.normalize().elements);
+
     gl.uniform3f(u_LightPoint, 1.0, 1.0, 1.0);
     gl.uniform3fv(u_LightPosition, Light1Pos);
 
     var viewProjMat = new Matrix4();
     viewProjMat.setPerspective(30.0, canvas.width / canvas.height, 1.0, 10.0);
-    viewProjMat.lookAt(3.0, 3.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); //pos, pt vis, Dir
+    viewProjMat.lookAt(3.0, 3.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
 
-    var viewMat = new Matrix4(); // Model view projection matrix
+    var viewMat = new Matrix4();
     var mat = new Matrix4();
     var matInverseTransposee = new Matrix4();
 
diff --git a/lab4/lib/cuon-matrix.js b/lab4/lib/cuon-matrix.js
new file mode 100644
index 0000000000000000000000000000000000000000..b67a5dd1b998eba54f585cf3849b8c17052d2a35
--- /dev/null
+++ b/lab4/lib/cuon-matrix.js
@@ -0,0 +1,741 @@
+// cuon-matrix.js (c) 2012 kanda and matsuda
+/** 
+ * This is a class treating 4x4 matrix.
+ * This class contains the function that is equivalent to OpenGL matrix stack.
+ * The matrix after conversion is calculated by multiplying a conversion matrix from the right.
+ * The matrix is replaced by the calculated result.
+ */
+
+/**
+ * Constructor of Matrix4
+ * If opt_src is specified, new matrix is initialized by opt_src.
+ * Otherwise, new matrix is initialized by identity matrix.
+ * @param opt_src source matrix(option)
+ */
+var Matrix4 = function(opt_src) {
+  var i, s, d;
+  if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) {
+    s = opt_src.elements;
+    d = new Float32Array(16);
+    for (i = 0; i < 16; ++i) {
+      d[i] = s[i];
+    }
+    this.elements = d;
+  } else {
+    this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);
+  }
+};
+
+/**
+ * Set the identity matrix.
+ * @return this
+ */
+Matrix4.prototype.setIdentity = function() {
+  var e = this.elements;
+  e[0] = 1;   e[4] = 0;   e[8]  = 0;   e[12] = 0;
+  e[1] = 0;   e[5] = 1;   e[9]  = 0;   e[13] = 0;
+  e[2] = 0;   e[6] = 0;   e[10] = 1;   e[14] = 0;
+  e[3] = 0;   e[7] = 0;   e[11] = 0;   e[15] = 1;
+  return this;
+};
+
+/**
+ * Copy matrix.
+ * @param src source matrix
+ * @return this
+ */
+Matrix4.prototype.set = function(src) {
+  var i, s, d;
+
+  s = src.elements;
+  d = this.elements;
+
+  if (s === d) {
+    return;
+  }
+    
+  for (i = 0; i < 16; ++i) {
+    d[i] = s[i];
+  }
+
+  return this;
+};
+
+/**
+ * Multiply the matrix from the right.
+ * @param other The multiply matrix
+ * @return this
+ */
+Matrix4.prototype.concat = function(other) {
+  var i, e, a, b, ai0, ai1, ai2, ai3;
+  
+  // Calculate e = a * b
+  e = this.elements;
+  a = this.elements;
+  b = other.elements;
+  
+  // If e equals b, copy b to temporary matrix.
+  if (e === b) {
+    b = new Float32Array(16);
+    for (i = 0; i < 16; ++i) {
+      b[i] = e[i];
+    }
+  }
+  
+  for (i = 0; i < 4; i++) {
+    ai0=a[i];  ai1=a[i+4];  ai2=a[i+8];  ai3=a[i+12];
+    e[i]    = ai0 * b[0]  + ai1 * b[1]  + ai2 * b[2]  + ai3 * b[3];
+    e[i+4]  = ai0 * b[4]  + ai1 * b[5]  + ai2 * b[6]  + ai3 * b[7];
+    e[i+8]  = ai0 * b[8]  + ai1 * b[9]  + ai2 * b[10] + ai3 * b[11];
+    e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15];
+  }
+  
+  return this;
+};
+Matrix4.prototype.multiply = Matrix4.prototype.concat;
+
+/**
+ * Multiply the three-dimensional vector.
+ * @param pos  The multiply vector
+ * @return The result of multiplication(Float32Array)
+ */
+Matrix4.prototype.multiplyVector3 = function(pos) {
+  var e = this.elements;
+  var p = pos.elements;
+  var v = new Vector3();
+  var result = v.elements;
+
+  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[12];
+  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[13];
+  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[14];
+
+  return v;
+};
+
+/**
+ * Multiply the four-dimensional vector.
+ * @param pos  The multiply vector
+ * @return The result of multiplication(Float32Array)
+ */
+Matrix4.prototype.multiplyVector4 = function(pos) {
+  var e = this.elements;
+  var p = pos.elements;
+  var v = new Vector4();
+  var result = v.elements;
+
+  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12];
+  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13];
+  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14];
+  result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15];
+
+  return v;
+};
+
+/**
+ * Transpose the matrix.
+ * @return this
+ */
+Matrix4.prototype.transpose = function() {
+  var e, t;
+
+  e = this.elements;
+
+  t = e[ 1];  e[ 1] = e[ 4];  e[ 4] = t;
+  t = e[ 2];  e[ 2] = e[ 8];  e[ 8] = t;
+  t = e[ 3];  e[ 3] = e[12];  e[12] = t;
+  t = e[ 6];  e[ 6] = e[ 9];  e[ 9] = t;
+  t = e[ 7];  e[ 7] = e[13];  e[13] = t;
+  t = e[11];  e[11] = e[14];  e[14] = t;
+
+  return this;
+};
+
+/**
+ * Calculate the inverse matrix of specified matrix, and set to this.
+ * @param other The source matrix
+ * @return this
+ */
+Matrix4.prototype.setInverseOf = function(other) {
+  var i, s, d, inv, det;
+
+  s = other.elements;
+  d = this.elements;
+  inv = new Float32Array(16);
+
+  inv[0]  =   s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15]
+            + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10];
+  inv[4]  = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15]
+            - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10];
+  inv[8]  =   s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15]
+            + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9];
+  inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14]
+            - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9];
+
+  inv[1]  = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15]
+            - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10];
+  inv[5]  =   s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15]
+            + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10];
+  inv[9]  = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15]
+            - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9];
+  inv[13] =   s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14]
+            + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9];
+
+  inv[2]  =   s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15]
+            + s[5]*s[3]*s[14] + s[13]*s[2]*s[7]  - s[13]*s[3]*s[6];
+  inv[6]  = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15]
+            - s[4]*s[3]*s[14] - s[12]*s[2]*s[7]  + s[12]*s[3]*s[6];
+  inv[10] =   s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15]
+            + s[4]*s[3]*s[13] + s[12]*s[1]*s[7]  - s[12]*s[3]*s[5];
+  inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14]
+            - s[4]*s[2]*s[13] - s[12]*s[1]*s[6]  + s[12]*s[2]*s[5];
+
+  inv[3]  = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11]
+            - s[5]*s[3]*s[10] - s[9]*s[2]*s[7]  + s[9]*s[3]*s[6];
+  inv[7]  =   s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11]
+            + s[4]*s[3]*s[10] + s[8]*s[2]*s[7]  - s[8]*s[3]*s[6];
+  inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9]  + s[4]*s[1]*s[11]
+            - s[4]*s[3]*s[9]  - s[8]*s[1]*s[7]  + s[8]*s[3]*s[5];
+  inv[15] =   s[0]*s[5]*s[10] - s[0]*s[6]*s[9]  - s[4]*s[1]*s[10]
+            + s[4]*s[2]*s[9]  + s[8]*s[1]*s[6]  - s[8]*s[2]*s[5];
+
+  det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12];
+  if (det === 0) {
+    return this;
+  }
+
+  det = 1 / det;
+  for (i = 0; i < 16; i++) {
+    d[i] = inv[i] * det;
+  }
+
+  return this;
+};
+
+/**
+ * Calculate the inverse matrix of this, and set to this.
+ * @return this
+ */
+Matrix4.prototype.invert = function() {
+  return this.setInverseOf(this);
+};
+
+/**
+ * Set the orthographic projection matrix.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @return this
+ */
+Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) {
+  var e, rw, rh, rd;
+
+  if (left === right || bottom === top || near === far) {
+    throw 'null frustum';
+  }
+
+  rw = 1 / (right - left);
+  rh = 1 / (top - bottom);
+  rd = 1 / (far - near);
+
+  e = this.elements;
+
+  e[0]  = 2 * rw;
+  e[1]  = 0;
+  e[2]  = 0;
+  e[3]  = 0;
+
+  e[4]  = 0;
+  e[5]  = 2 * rh;
+  e[6]  = 0;
+  e[7]  = 0;
+
+  e[8]  = 0;
+  e[9]  = 0;
+  e[10] = -2 * rd;
+  e[11] = 0;
+
+  e[12] = -(right + left) * rw;
+  e[13] = -(top + bottom) * rh;
+  e[14] = -(far + near) * rd;
+  e[15] = 1;
+
+  return this;
+};
+
+/**
+ * Multiply the orthographic projection matrix from the right.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @return this
+ */
+Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) {
+  return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far));
+};
+
+/**
+ * Set the perspective projection matrix.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) {
+  var e, rw, rh, rd;
+
+  if (left === right || top === bottom || near === far) {
+    throw 'null frustum';
+  }
+  if (near <= 0) {
+    throw 'near <= 0';
+  }
+  if (far <= 0) {
+    throw 'far <= 0';
+  }
+
+  rw = 1 / (right - left);
+  rh = 1 / (top - bottom);
+  rd = 1 / (far - near);
+
+  e = this.elements;
+
+  e[ 0] = 2 * near * rw;
+  e[ 1] = 0;
+  e[ 2] = 0;
+  e[ 3] = 0;
+
+  e[ 4] = 0;
+  e[ 5] = 2 * near * rh;
+  e[ 6] = 0;
+  e[ 7] = 0;
+
+  e[ 8] = (right + left) * rw;
+  e[ 9] = (top + bottom) * rh;
+  e[10] = -(far + near) * rd;
+  e[11] = -1;
+
+  e[12] = 0;
+  e[13] = 0;
+  e[14] = -2 * near * far * rd;
+  e[15] = 0;
+
+  return this;
+};
+
+/**
+ * Multiply the perspective projection matrix from the right.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) {
+  return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far));
+};
+
+/**
+ * Set the perspective projection matrix by fovy and aspect.
+ * @param fovy The angle between the upper and lower sides of the frustum.
+ * @param aspect The aspect ratio of the frustum. (width/height)
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) {
+  var e, rd, s, ct;
+
+  if (near === far || aspect === 0) {
+    throw 'null frustum';
+  }
+  if (near <= 0) {
+    throw 'near <= 0';
+  }
+  if (far <= 0) {
+    throw 'far <= 0';
+  }
+
+  fovy = Math.PI * fovy / 180 / 2;
+  s = Math.sin(fovy);
+  if (s === 0) {
+    throw 'null frustum';
+  }
+
+  rd = 1 / (far - near);
+  ct = Math.cos(fovy) / s;
+
+  e = this.elements;
+
+  e[0]  = ct / aspect;
+  e[1]  = 0;
+  e[2]  = 0;
+  e[3]  = 0;
+
+  e[4]  = 0;
+  e[5]  = ct;
+  e[6]  = 0;
+  e[7]  = 0;
+
+  e[8]  = 0;
+  e[9]  = 0;
+  e[10] = -(far + near) * rd;
+  e[11] = -1;
+
+  e[12] = 0;
+  e[13] = 0;
+  e[14] = -2 * near * far * rd;
+  e[15] = 0;
+
+  return this;
+};
+
+/**
+ * Multiply the perspective projection matrix from the right.
+ * @param fovy The angle between the upper and lower sides of the frustum.
+ * @param aspect The aspect ratio of the frustum. (width/height)
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.perspective = function(fovy, aspect, near, far) {
+  return this.concat(new Matrix4().setPerspective(fovy, aspect, near, far));
+};
+
+/**
+ * Set the matrix for scaling.
+ * @param x The scale factor along the X axis
+ * @param y The scale factor along the Y axis
+ * @param z The scale factor along the Z axis
+ * @return this
+ */
+Matrix4.prototype.setScale = function(x, y, z) {
+  var e = this.elements;
+  e[0] = x;  e[4] = 0;  e[8]  = 0;  e[12] = 0;
+  e[1] = 0;  e[5] = y;  e[9]  = 0;  e[13] = 0;
+  e[2] = 0;  e[6] = 0;  e[10] = z;  e[14] = 0;
+  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  return this;
+};
+
+/**
+ * Multiply the matrix for scaling from the right.
+ * @param x The scale factor along the X axis
+ * @param y The scale factor along the Y axis
+ * @param z The scale factor along the Z axis
+ * @return this
+ */
+Matrix4.prototype.scale = function(x, y, z) {
+  var e = this.elements;
+  e[0] *= x;  e[4] *= y;  e[8]  *= z;
+  e[1] *= x;  e[5] *= y;  e[9]  *= z;
+  e[2] *= x;  e[6] *= y;  e[10] *= z;
+  e[3] *= x;  e[7] *= y;  e[11] *= z;
+  return this;
+};
+
+/**
+ * Set the matrix for translation.
+ * @param x The X value of a translation.
+ * @param y The Y value of a translation.
+ * @param z The Z value of a translation.
+ * @return this
+ */
+Matrix4.prototype.setTranslate = function(x, y, z) {
+  var e = this.elements;
+  e[0] = 1;  e[4] = 0;  e[8]  = 0;  e[12] = x;
+  e[1] = 0;  e[5] = 1;  e[9]  = 0;  e[13] = y;
+  e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = z;
+  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  return this;
+};
+
+/**
+ * Multiply the matrix for translation from the right.
+ * @param x The X value of a translation.
+ * @param y The Y value of a translation.
+ * @param z The Z value of a translation.
+ * @return this
+ */
+Matrix4.prototype.translate = function(x, y, z) {
+  var e = this.elements;
+  e[12] += e[0] * x + e[4] * y + e[8]  * z;
+  e[13] += e[1] * x + e[5] * y + e[9]  * z;
+  e[14] += e[2] * x + e[6] * y + e[10] * z;
+  e[15] += e[3] * x + e[7] * y + e[11] * z;
+  return this;
+};
+
+/**
+ * Set the matrix for rotation.
+ * The vector of rotation axis may not be normalized.
+ * @param angle The angle of rotation (degrees)
+ * @param x The X coordinate of vector of rotation axis.
+ * @param y The Y coordinate of vector of rotation axis.
+ * @param z The Z coordinate of vector of rotation axis.
+ * @return this
+ */
+Matrix4.prototype.setRotate = function(angle, x, y, z) {
+  var e, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs;
+
+  angle = Math.PI * angle / 180;
+  e = this.elements;
+
+  s = Math.sin(angle);
+  c = Math.cos(angle);
+
+  if (0 !== x && 0 === y && 0 === z) {
+    // Rotation around X axis
+    if (x < 0) {
+      s = -s;
+    }
+    e[0] = 1;  e[4] = 0;  e[ 8] = 0;  e[12] = 0;
+    e[1] = 0;  e[5] = c;  e[ 9] =-s;  e[13] = 0;
+    e[2] = 0;  e[6] = s;  e[10] = c;  e[14] = 0;
+    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  } else if (0 === x && 0 !== y && 0 === z) {
+    // Rotation around Y axis
+    if (y < 0) {
+      s = -s;
+    }
+    e[0] = c;  e[4] = 0;  e[ 8] = s;  e[12] = 0;
+    e[1] = 0;  e[5] = 1;  e[ 9] = 0;  e[13] = 0;
+    e[2] =-s;  e[6] = 0;  e[10] = c;  e[14] = 0;
+    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  } else if (0 === x && 0 === y && 0 !== z) {
+    // Rotation around Z axis
+    if (z < 0) {
+      s = -s;
+    }
+    e[0] = c;  e[4] =-s;  e[ 8] = 0;  e[12] = 0;
+    e[1] = s;  e[5] = c;  e[ 9] = 0;  e[13] = 0;
+    e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = 0;
+    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  } else {
+    // Rotation around another axis
+    len = Math.sqrt(x*x + y*y + z*z);
+    if (len !== 1) {
+      rlen = 1 / len;
+      x *= rlen;
+      y *= rlen;
+      z *= rlen;
+    }
+    nc = 1 - c;
+    xy = x * y;
+    yz = y * z;
+    zx = z * x;
+    xs = x * s;
+    ys = y * s;
+    zs = z * s;
+
+    e[ 0] = x*x*nc +  c;
+    e[ 1] = xy *nc + zs;
+    e[ 2] = zx *nc - ys;
+    e[ 3] = 0;
+
+    e[ 4] = xy *nc - zs;
+    e[ 5] = y*y*nc +  c;
+    e[ 6] = yz *nc + xs;
+    e[ 7] = 0;
+
+    e[ 8] = zx *nc + ys;
+    e[ 9] = yz *nc - xs;
+    e[10] = z*z*nc +  c;
+    e[11] = 0;
+
+    e[12] = 0;
+    e[13] = 0;
+    e[14] = 0;
+    e[15] = 1;
+  }
+
+  return this;
+};
+
+/**
+ * Multiply the matrix for rotation from the right.
+ * The vector of rotation axis may not be normalized.
+ * @param angle The angle of rotation (degrees)
+ * @param x The X coordinate of vector of rotation axis.
+ * @param y The Y coordinate of vector of rotation axis.
+ * @param z The Z coordinate of vector of rotation axis.
+ * @return this
+ */
+Matrix4.prototype.rotate = function(angle, x, y, z) {
+  return this.concat(new Matrix4().setRotate(angle, x, y, z));
+};
+
+/**
+ * Set the viewing matrix.
+ * @param eyeX, eyeY, eyeZ The position of the eye point.
+ * @param centerX, centerY, centerZ The position of the reference point.
+ * @param upX, upY, upZ The direction of the up vector.
+ * @return this
+ */
+Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
+  var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz;
+
+  fx = centerX - eyeX;
+  fy = centerY - eyeY;
+  fz = centerZ - eyeZ;
+
+  // Normalize f.
+  rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz);
+  fx *= rlf;
+  fy *= rlf;
+  fz *= rlf;
+
+  // Calculate cross product of f and up.
+  sx = fy * upZ - fz * upY;
+  sy = fz * upX - fx * upZ;
+  sz = fx * upY - fy * upX;
+
+  // Normalize s.
+  rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz);
+  sx *= rls;
+  sy *= rls;
+  sz *= rls;
+
+  // Calculate cross product of s and f.
+  ux = sy * fz - sz * fy;
+  uy = sz * fx - sx * fz;
+  uz = sx * fy - sy * fx;
+
+  // Set to this.
+  e = this.elements;
+  e[0] = sx;
+  e[1] = ux;
+  e[2] = -fx;
+  e[3] = 0;
+
+  e[4] = sy;
+  e[5] = uy;
+  e[6] = -fy;
+  e[7] = 0;
+
+  e[8] = sz;
+  e[9] = uz;
+  e[10] = -fz;
+  e[11] = 0;
+
+  e[12] = 0;
+  e[13] = 0;
+  e[14] = 0;
+  e[15] = 1;
+
+  // Translate.
+  return this.translate(-eyeX, -eyeY, -eyeZ);
+};
+
+/**
+ * Multiply the viewing matrix from the right.
+ * @param eyeX, eyeY, eyeZ The position of the eye point.
+ * @param centerX, centerY, centerZ The position of the reference point.
+ * @param upX, upY, upZ The direction of the up vector.
+ * @return this
+ */
+Matrix4.prototype.lookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
+  return this.concat(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ));
+};
+
+/**
+ * Multiply the matrix for project vertex to plane from the right.
+ * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0".
+ * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light.
+ * @return this
+ */
+Matrix4.prototype.dropShadow = function(plane, light) {
+  var mat = new Matrix4();
+  var e = mat.elements;
+
+  var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3];
+
+  e[ 0] = dot - light[0] * plane[0];
+  e[ 1] =     - light[1] * plane[0];
+  e[ 2] =     - light[2] * plane[0];
+  e[ 3] =     - light[3] * plane[0];
+
+  e[ 4] =     - light[0] * plane[1];
+  e[ 5] = dot - light[1] * plane[1];
+  e[ 6] =     - light[2] * plane[1];
+  e[ 7] =     - light[3] * plane[1];
+
+  e[ 8] =     - light[0] * plane[2];
+  e[ 9] =     - light[1] * plane[2];
+  e[10] = dot - light[2] * plane[2];
+  e[11] =     - light[3] * plane[2];
+
+  e[12] =     - light[0] * plane[3];
+  e[13] =     - light[1] * plane[3];
+  e[14] =     - light[2] * plane[3];
+  e[15] = dot - light[3] * plane[3];
+
+  return this.concat(mat);
+}
+
+/**
+ * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.)
+ * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.)
+ * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane.
+ * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.)
+ * @return this
+ */
+Matrix4.prototype.dropShadowDirectionally = function(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) {
+  var a = planeX * normX + planeY * normY + planeZ * normZ;
+  return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]);
+};
+
+/**
+ * Constructor of Vector3
+ * If opt_src is specified, new vector is initialized by opt_src.
+ * @param opt_src source vector(option)
+ */
+var Vector3 = function(opt_src) {
+  var v = new Float32Array(3);
+  if (opt_src && typeof opt_src === 'object') {
+    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2];
+  } 
+  this.elements = v;
+}
+
+/**
+  * Normalize.
+  * @return this
+  */
+Vector3.prototype.normalize = function() {
+  var v = this.elements;
+  var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c*c+d*d+e*e);
+  if(g){
+    if(g == 1)
+        return this;
+   } else {
+     v[0] = 0; v[1] = 0; v[2] = 0;
+     return this;
+   }
+   g = 1/g;
+   v[0] = c*g; v[1] = d*g; v[2] = e*g;
+   return this;
+};
+
+/**
+ * Constructor of Vector4
+ * If opt_src is specified, new vector is initialized by opt_src.
+ * @param opt_src source vector(option)
+ */
+var Vector4 = function(opt_src) {
+  var v = new Float32Array(4);
+  if (opt_src && typeof opt_src === 'object') {
+    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; v[3] = opt_src[3];
+  } 
+  this.elements = v;
+}
diff --git a/lab4/src/lab4.html b/lab4/src/lab4.html
index 2bb37bcbd21a70f6bb9acddb83953d93aa5bf516..6ea75756f082dd7329ca4ee60fa368d79f8dcc70 100644
--- a/lab4/src/lab4.html
+++ b/lab4/src/lab4.html
@@ -1,16 +1,31 @@
 <!DOCTYPE html>
 <html lang="en">
+
 <head>
-  <meta charset="UTF-8">
-  <title>Lab 4</title>
+    <meta charset="UTF-8">
+    <title>Lab 3</title>
 </head>
+
 <body onload="main()">
-<canvas width="400" height="600" id="my-canvas">
+
+    <canvas width="400" height="600" id="my-canvas">
   Please use a browser that supports "canvas"
 </canvas>
-<script src="../lib/webgl-utils.js"></script>
-<script src="../lib/webgl-debug.js"></script>
-<script src="../lib/cuon-utils.js"></script>
-<script src="lab4.js"></script>
+    <p>Point light position:</p>
+    <p id="pLX">x: 0</p>
+    <p id="pLY">y: 2</p>
+    <p id="pLZ">z: 0</p>
+
+    <p>Directional light direction:</p>
+    <p id="dLX">x: 0</p>
+    <p id="dLY">y: 2</p>
+    <p id="dLZ">z: 0</p>
+
+    <script src="../lib/webgl-utils.js"></script>
+    <script src="../lib/webgl-debug.js"></script>
+    <script src="../lib/cuon-matrix.js"></script>
+    <script src="../lib/cuon-utils.js"></script>
+    <script src="lab4.js"></script>
 </body>
+
 </html>
\ No newline at end of file
diff --git a/lab4/src/lab4.js b/lab4/src/lab4.js
index 105a227db9e7e4d4abde40b5002e7c75eb860fb4..c08984e0b5ecb6586f5b4055f8d480483c38baaa 100644
--- a/lab4/src/lab4.js
+++ b/lab4/src/lab4.js
@@ -1,18 +1,386 @@
-// Vertex shader program
-const VSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your vertex shader code here
-  '\n';
+/**
+ * title : LABO3
+ * author : Quentin Berthet
+ */
+
+
+var VSHADER_SOURCE =
+    'attribute vec3 a_Normal;\n' + // Normal
+    'attribute vec4 a_Position;\n' +
+    'attribute vec4 a_Color;\n' +
+
+    'uniform mat4 u_viewMatrix;\n' +
+    'uniform mat4 u_Matrix;\n' +
+    'uniform mat4 u_MatrixInverseTransposee;\n' +
+
+    'uniform vec3 u_LightPosition;\n' +
+    'varying vec4 v_Color;\n' +
+    'varying vec3 v_Normal;\n' +
+    'varying vec3 v_LightDirection;\n' +
+
+    'void main() {\n' +
+    '  gl_Position = u_viewMatrix * a_Position ;\n' +
+    '  v_Color = a_Color;\n' +
+    '  v_Normal = mat3(u_MatrixInverseTransposee) * a_Normal;\n' +
+    '  vec3 currentPosition = (u_Matrix * a_Position).xyz;\n' +
+    '  v_LightDirection = u_LightPosition - currentPosition;\n' +
+    '}\n';
+
 
-// Fragment shader program
 const FSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your fragment shader code here
-  '\n';
+    'precision mediump float;\n' +
+
+    'varying vec4 v_Color;\n' +
+    'varying vec3 v_Normal;\n' +
+    'varying vec3 v_LightDirection;\n' +
+
+    'uniform vec3 u_LightDirection;\n' +
+    'uniform vec3 u_LightDirectional;\n' +
+    'uniform vec3 u_LightPoint;\n' +
+
+    'void main() {\n' +
+    '  vec3 normal = normalize(v_Normal.xyz);\n' +
+
+    '  float lightDirectional = dot(normal, u_LightDirection);\n' +
+    '  float lightPoint = dot(normal, normalize(v_LightDirection));\n' +
+
+    '  gl_FragColor = vec4((u_LightPoint * v_Color.rgb * lightPoint) + (u_LightDirectional * v_Color.rgb * lightDirectional), v_Color.a);\n' +
+    '}\n';
+const colors1 = new Float32Array([
+    0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+    0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+    0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+    0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+    0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+    0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+    0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
+    1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
+]);
+const colors2 = new Float32Array([
+    1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+    1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+    1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+    1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+    1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+    1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+    1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+    1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
+]);
+
+function initVertexBuffers(gl, opt) {
+    // This is the model
+    let normals = new Float32Array([
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+        0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
+    ]);
+
+    let vertices = new Float32Array([-0.4, -0.4, -0.4, -0.4, -0.4, 0.4, 0.4, -0.4, -0.4, 0.4, -0.4, 0.4, -0.2, 0.4, -0.2, -0.2, 0.4, 0.2, 0.2, 0.4, -0.2, 0.2, 0.4, 0.2, -0.4, -0.4, 0.4, -0.2, 0.4, 0.2, 0.0, -0.4, 0.4, 0.2, 0.4, 0.2,
+        0.4, -0.4, 0.4, -0.4, -0.4, 0.4, -0.2, 0.4, 0.2, -0.4, -0.4, 0.0, -0.2, 0.4, -0.2, -0.4, -0.4, -0.4, 0.4, -0.4, -0.4, 0.2, 0.4, -0.2,
+        0.4, -0.4, 0.0, 0.2, 0.4, 0.2, 0.4, -0.4, 0.4, -0.4, -0.4, -0.4, -0.2, 0.4, -0.2, 0.0, -0.4, -0.4, 0.2, 0.4, -0.2, 0.4, -0.4, -0.4, -2.0, -0.5, -2.0, -2.0, -0.5, 2.0, 2.0, -0.5, -2.0, 2.0, -0.5, 2.0
+    ]);
+
+    let indices = new Uint8Array([
+        0, 2, 1, 2, 3, 1, 4, 5, 6, 5, 7, 6,
+        8, 10, 9, 10, 11, 9, 10, 12, 11, 13, 14, 15,
+        14, 16, 15, 16, 17, 15, 18, 19, 20, 19, 21, 20,
+        21, 22, 20, 23, 24, 25, 24, 26, 25, 26, 27, 25,
+        28, 29, 30, 29, 31, 30
+    ]);
+
+    const vertexBuffer = gl.createBuffer();
+    calculeNormal(vertices, normals, indices);
+    // copie les info coordonnée, color et normal au buffer
+    var bufferV = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, bufferV);
+    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+    var a_attrV = gl.getAttribLocation(gl.program, 'a_Position');
+    gl.vertexAttribPointer(a_attrV, 3, gl.FLOAT, false, 0, 0);
+    gl.enableVertexAttribArray(a_attrV);
+    computeColor(gl, opt)
+    var bufferN = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, bufferN);
+    gl.bufferData(gl.ARRAY_BUFFER, normals, gl.STATIC_DRAW);
+    var c_attrN = gl.getAttribLocation(gl.program, 'a_Normal');
+    gl.vertexAttribPointer(c_attrN, 3, gl.FLOAT, false, 0, 0);
+    gl.enableVertexAttribArray(c_attrN);
+    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexBuffer);
+    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+    return indices.length;
+}
+
+function computeColor(gl, opt) {
+    var bufferC = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, bufferC);
+    if (opt == 0) {
+        gl.bufferData(gl.ARRAY_BUFFER, colors1, gl.STATIC_DRAW);
+    } else {
+        gl.bufferData(gl.ARRAY_BUFFER, colors2, gl.STATIC_DRAW);
+    }
+    var c_attrC = gl.getAttribLocation(gl.program, 'a_Color');
+    gl.vertexAttribPointer(c_attrC, 3, gl.FLOAT, false, 0, 0);
+    gl.enableVertexAttribArray(c_attrC);
+}
+
+let optColor = true;
+
+function computeNormal(array1, array2, norm, indices, i) {
+    for (let j = 0; j < 3; j++) {
+        norm[indices[i + j] * 3] = (array1[1] * array2[2] - array1[2] * array2[1]);
+        norm[indices[i + j] * 3 + 1] = (array1[2] * array2[0] - array1[0] * array2[2]);
+        norm[indices[i + j] * 3 + 2] = (array1[0] * array2[1] - array1[1] * array2[0]);
+    }
+}
+
+function calculeNormal(vert, norm, indice) {
+
+    for (let i = 0; i < indice.length; i += 3) {
+        let index1 = 3 * indice[i]
+        let index2 = 3 * indice[i + 1]
+        let index3 = 3 * indice[i + 2]
+
+        let el1 = [vert[index1], vert[index1 + 1], vert[index1 + 2]];
+        let el2 = [vert[index2], vert[index2 + 1], vert[index2 + 2]];
+        let el3 = [vert[index3], vert[index3 + 1], vert[index3 + 2]];
+
+        let result1 = [];
+        for (let i = 0; i < el2.length; i++) {
+            result1.push(el2[i] - el1[i]);
+        }
+        let result2 = [];
+        for (let i = 0; i < el3.length; i++) {
+            result2.push(el3[i] - el1[i]);
+        }
+        computeNormal(result1, result2, norm, indice, i)
+
+    }
+
+}
+
 
 function main() {
-  // Retrieve <canvas> element
-  const canvas = document.getElementById('my-canvas');
+    const canvas = document.getElementById('my-canvas');
+    const gl = getWebGLContext(canvas);
+    initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)
+    gl.clearColor(0, 0, 0, 1);
+    gl.enable(gl.DEPTH_TEST);
+    var n = initVertexBuffers(gl, 1);
+
+    // Get the storage locations
+    let u_viewMatrix = gl.getUniformLocation(gl.program, 'u_viewMatrix')
+    let u_LightDirectional = gl.getUniformLocation(gl.program, 'u_LightDirectional')
+    let u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection')
+    let u_LightPoint = gl.getUniformLocation(gl.program, 'u_LightPoint')
+    let u_LightPosition = gl.getUniformLocation(gl.program, 'u_LightPosition')
+    let u_Matrix = gl.getUniformLocation(gl.program, 'u_Matrix')
+    let u_MatrixInverseTransposee = gl.getUniformLocation(gl.program, 'u_MatrixInverseTransposee')
+
+    //positionne light
+    //light1 point | light2 direction utils pour deplacer light
+    let Light1Pos = [0.0, 2.0, 0.0];
+    let Light2Pos = [0.0, 2.0, 0.0];
+    gl.uniform3f(u_LightDirectional, 0.0, 0.0, 0.0);
+    let lightDirection = new Vector3(Light2Pos);
+    gl.uniform3fv(u_LightDirection, lightDirection.normalize().elements);
+
+    gl.uniform3f(u_LightPoint, 1.0, 1.0, 1.0);
+    gl.uniform3fv(u_LightPosition, Light1Pos);
+
+    var viewProjMat = new Matrix4();
+    viewProjMat.setPerspective(30.0, canvas.width / canvas.height, 1.0, 10.0);
+    viewProjMat.lookAt(3.0, 3.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
+
+    var viewMat = new Matrix4();
+    var mat = new Matrix4();
+    var matInverseTransposee = new Matrix4();
+
+    var keysMove = [0.0, 0.0];
+    var render = function() {
+
+        if (optColor) {
+            computeColor(gl, 1)
+        } else {
+            computeColor(gl, 0)
+        }
+        gl.uniform3fv(u_LightPosition, Light1Pos);
+        //Directional light direction
+        lightDirection = new Vector3(Light2Pos);
+        gl.uniform3fv(u_LightDirection, lightDirection.normalize().elements);
+
+
+        mat.setRotate(keysMove[0], 1.0, 0.0, 0.0);
+        mat.rotate(angle , 0.0, 1.0 ,0.0)
+        mat.rotate(keysMove[1], 0.0, 1.0, 0.0);
+        viewMat.set(viewProjMat).multiply(mat);
+        gl.uniformMatrix4fv(u_viewMatrix, false, viewMat.elements);
+        gl.uniformMatrix4fv(u_Matrix, false, mat.elements);
+        matInverseTransposee.setInverseOf(mat).transpose()
+        gl.uniformMatrix4fv(u_MatrixInverseTransposee, false, matInverseTransposee.elements);
+        drawScene(gl, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render);
+    };
+    actionsManager(document, gl, keysMove, u_LightPoint, u_LightDirectional, Light1Pos, Light2Pos, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render);
+    render(0);
+
+}
+var angle = 0;
+
+function drawScene(gl, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render) {
+    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+    gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
+
+    mat.translate(0, 0.80, 0);
+    mat.rotate(180, 1.0, 0.0, 0.0);
+    viewMat.set(viewProjMat).multiply(mat)
+    gl.uniformMatrix4fv(u_viewMatrix, false, viewMat.elements);
+    gl.uniformMatrix4fv(u_Matrix, false, mat.elements);
+
+    matInverseTransposee.setInverseOf(mat).transpose()
+    gl.uniformMatrix4fv(u_MatrixInverseTransposee, false, matInverseTransposee.elements);
+    gl.drawElements(gl.TRIANGLES, n - 6, gl.UNSIGNED_BYTE, 0);
+    requestAnimationFrame(render);
+}
+var cmp = 0;
+
+function check(gl, x, y, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render) {
+    var picked = false;
+    drawScene(gl, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render);
+    var pixels = new Uint8Array(4); // Array for storing the pixel value
+    gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+    console.log(pixels);
+    if (pixels[0] != 0 || pixels[1] != 0 || pixels[2] != 0) {
+        cmp += 1
+        picked = true
+        if (cmp % 2 == 0) {
+            console.log(cmp);
+            optColor = true
+            angle += 20;
+            if (angle >= 360) {
+                angle = 0
+            }
+        } else {
+            optColor = false
+            angle += 40;
+            if (angle >= 360) {
+                angle = 0
+            }
+        }
+    }
+    drawScene(gl, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render);
+
+    //drawScene(gl, programInfo, buffers);
+    return picked;
+}
+var roh = 0;
+var gama = 180;
+
+
+let on = true;
+
+function actionsManager(document, gl, keysMove, u_LightPoint, u_LightDirectional, Light1Pos, Light2Pos, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render) {
+    switchLight = true;
+    document.onmousedown = function(ev) { // Mouse is pressed
+        var x = ev.clientX,
+            y = ev.clientY;
+        var rect = ev.target.getBoundingClientRect();
+        // If pressed position is inside <canvas>, check if it is above object
+        var axe_x = x - rect.left;
+        var axe_y = rect.bottom - y;
+        console.log(axe_x, axe_y);
+        var picked = check(gl, axe_x, axe_y, n, viewProjMat, mat, u_viewMatrix, viewMat, u_Matrix, u_MatrixInverseTransposee, matInverseTransposee, render);
+        if (picked) {
+
+            requestAnimationFrame(render);
+        }
+    }
+
+    document.onkeydown = function(event) {
+        switch (event.code) {
+            case "KeyJ":
+                if (on) {
+                    {
+                        console.log("1");
+                        gl.uniform3f(u_LightPoint, 0.0, 0.0, 0.0);
+                        gl.uniform3f(u_LightDirectional, 1.0, 1.0, 1.0);
+                        switchLight = false;
+                        on = false;
+                    }
+
+                } else {
 
-  // TODO: Complete with your code here
-}
\ No newline at end of file
+                    console.log("2");
+                    gl.uniform3f(u_LightPoint, 1.0, 1.0, 1.0);
+                    gl.uniform3f(u_LightDirectional, 0.0, 0.0, 0.0);
+                    switchLight = true;
+                    on = true;
+                }
+                break;
+            case "KeyE":
+                if (switchLight) {
+                    Light1Pos[0] += 0.1;
+                } else {
+                    Light2Pos[0] += 0.1;
+                }
+                break;
+            case "KeyQ":
+                if (switchLight) {
+                    Light1Pos[0] -= 0.1;
+                } else {
+                    Light2Pos[0] -= 0.1;
+                }
+                break;
+            case "KeyS":
+                if (switchLight) {
+                    Light1Pos[1] += 0.1;
+                } else {
+                    Light2Pos[1] += 0.1;
+                }
+                break;
+            case "KeyW":
+                if (switchLight) {
+                    Light1Pos[1] -= 0.1;
+                } else {
+                    Light2Pos[1] -= 0.1;
+                }
+                break;
+            case "KeyA":
+                if (switchLight) {
+                    Light1Pos[2] -= 0.1;
+                } else {
+                    Light2Pos[2] -= 0.1;
+                }
+                break;
+            case "KeyD":
+                if (switchLight) {
+                    Light1Pos[2] += 0.1;
+                } else {
+                    Light2Pos[2] += 0.1;
+                }
+                break;
+            case "KeyF":
+                keysMove[1] += 1;
+                break;
+            case "KeyH":
+                keysMove[1] -= 1;
+                break;
+            case "KeyT":
+                keysMove[0] += 1;
+                break;
+            case "KeyG":
+                keysMove[0] -= 1;
+                break;
+        }
+        document.getElementById("pLX").innerHTML = "x: " + Math.round(Light1Pos[0] * 10);
+        document.getElementById("pLY").innerHTML = "y: " + Math.round(Light1Pos[1] * 10);
+        document.getElementById("pLZ").innerHTML = "z: " + Math.round(Light1Pos[2] * 10);
+        document.getElementById("dLX").innerHTML = "x: " + Math.round(Light2Pos[0] * 10);
+        document.getElementById("dLY").innerHTML = "y: " + Math.round(Light2Pos[1] * 10);
+        document.getElementById("dLZ").innerHTML = "z: " + Math.round(Light2Pos[2] * 10);
+    }
+};
\ No newline at end of file