glViewport(0, 0, Width, Height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0f, (float)Width/Height, 1.0f, 100.0f);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, V3(0,0,-1).e);
glLightfv(GL_LIGHT0, GL_POSITION, V3(0.0f, 0.0f, -1.1f).e);
glLightfv(GL_LIGHT0, GL_AMBIENT, V4(0.0f, 0.0f, 0.0f, 1.0f).e);
glLightfv(GL_LIGHT0, GL_DIFFUSE, V4(0.0f, 0.0f, 0.0f, 1.0f).e);
glLightfv(GL_LIGHT0, GL_SPECULAR, V4(0.0f, 1.0f, 0.0f, 1.0f).e);
glMaterialfv(GL_FRONT, GL_EMISSION, V4(0.0f, 0.0f, 0.0f, 1.0f).e);
glMaterialfv(GL_FRONT, GL_AMBIENT, V4(0.0f, 0.0f, 0.0f, 1.0f).e);
glMaterialfv(GL_FRONT, GL_DIFFUSE, V4(0.0f, 0.0f, 0.0f, 1.0f).e);
glMaterialfv(GL_FRONT, GL_SPECULAR, V4(1.0f, 1.0f, 1.0f, 1.0f).e);
glMaterialf (GL_FRONT, GL_SHININESS, 10.0f);
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-0.5f, -0.5f, -1.9f);
glVertex3f(0.5f, -0.5f, -1.9f);
glVertex3f(0.5f, 0.5f, -1.9f);
glVertex3f(-0.5f, 0.5f, -1.9f);
glEnd();
SwapBuffers(DC);