Using the definitions of terms described in the preceding paragraphs, the following represents the entire lighting calculation in RGBA mode.
vertex color = emissionmaterial +
ambientlight model * ambientmaterial +
![[IMAGE]](figures/eq603.gif)
[ ambientlight *ambientmaterial +
(max { 1 x n , 0 } ) * diffuselight * diffusematerial +
(max {s x n ,0} )shininess * specularlight * specularmaterial ] i
OpenGL Programming Guide