GLSL Undeclared Identifier

I’ve been working on vertex lighting recently with shaders (obviously), but I’ve ran into an issue. Now, forgive me if there is an apparent fix, but I barely know GLSL. So, I’ll show you how I set up my shaders:

	private void setupShaders(){
		Shader geomShaders = new Shader("res/landscape.vert", "res/landscape.frag");
		geomProgram = new ShaderProgram(geomShaders.getvShader(), geomShaders.getfShader());
		
		glUniform1i(glGetUniformLocation(geomProgram.getProgram(), "lookup"), 0);
		
		Shader lightShaders = new Shader("res/lighting.vert", "res/lighting.frag");
		lightProgram = new ShaderProgram(lightShaders.getvShader(), lightShaders.getfShader());
		
	}

ShaderProgram and Shader are just some shader parsing utilities I created, they aren’t the problem because I’ve already used them before lots. Here is my vertex shader:

varying vec3 color;

void main(){

	vec3 vertexPos = (gl_ModelViewMatrix * gl_Vertex).xyz;
	vec3 lightDir = normalize(gl_LightSource[0].position.xyz - vertexPos);
	vec3 surfaceNormal = (gl_NormalMatrix * gl_Normal).xyz;

	float diffuseIntensity = max(0, dot(surfaceNormal, lightDir));
	color.rgb = diffuseIntensity * gl_FrontMaterial.diffuse.rgb;
	color += gl_LightModel.ambient.rgb;	
	
	vec3 reflectDir = normalize(reflect(-lightDir, surfaceNormal));
	float specular = max(0.0, dot(surfaceNormal, reflectDir));
	if(diffuseIntesity != 0){
		float fspecular = pow(specular, gl_FrontMaterial.shininess);
		color.rgb += vec3(fspecular, fspecular, fspecular);
	}

	gl_Position = gl_ModelViewMatrix * gl_Vertex;	
	
}

And my fragment shader:

varying vec3 color;

void main(){
	gl_FragColor = vec4(varyingColor, 1);
}

And this is how I set up the lights:

private void setupLighting(){
		glShadeModel(GL_SMOOTH);
		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT0);
		glLightModel(GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[]{0.05f, 0.05f, 0.05f, 1f}));
		glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[]{-70, -15, -30, 1}));
		glEnable(GL_COLOR_MATERIAL);
		glColorMaterial(GL_FRONT, GL_DIFFUSE);
		glColor3f(0.4f, 0.27f, 0.17f);
	}

When I run this, I get the following errors;

Vertex shader failed to compile with the following errors:
ERROR: 0:15: error(#143) Undeclared identifier: diffuseIntesity
ERROR: error(#273) 1 compilation errors.  No code generated


Error compiling vertex shader at Shader.java location: res/lighting.vert
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#143) Undeclared identifier: varyingColor
ERROR: 0:4: error(#174) Not enough data provided for construction constructor
ERROR: error(#273) 2 compilation errors.  No code generated


Error compiling fragment shader at Shader.java location: res/lighting.frag
Vertex shader failed to compile with the following errors:
ERROR: 0:15: error(#143) Undeclared identifier: diffuseIntesity
ERROR: error(#273) 1 compilation errors.  No code generated


Error compiling vertex shader at Shader.java location: res/lighting.vert
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#143) Undeclared identifier: varyingColor
ERROR: 0:4: error(#174) Not enough data provided for construction constructor
ERROR: error(#273) 2 compilation errors.  No code generated

What does it mean undeclared identifier? I’ve declared them all, and I’ve set the color using glColor3f in the setuplighting method. I quite honestly have no idea how to solve this, so I’m hoping someone can help!