Plane Lighting problem (Solved)

Recently I’ve moved into a more advance part of OpenGL which is lighting, but as what follows is an error which I keep hitting, which is more of a logical error because despite where i place the plane it’s illumination is the same everywhere.


import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;

public class window {
	public static void main(String[] args){
		try {
			Display.setDisplayMode(new DisplayMode(800, 800));
			Display.create();

			GL11.glMatrixMode(GL11.GL_PROJECTION);
			GL11.glLoadIdentity();
			GL11.glOrtho(0, 5, 0, 5, -10, 10);

			GL11.glMatrixMode(GL11.GL_MODELVIEW);
			GL11.glLoadIdentity();
			GL11.glEnable(GL11.GL_LIGHTING); 
			GL11.glEnable(GL11.GL_LIGHT0); 
			float light0Position[] = {3f, 3f, 2f, 1f};
			float light0Color[] =    {1f, 0f, 1f, 1f};
			float light0Ambient[] = {0.3f, 1f, 1f, 1f};

			ByteBuffer byteBuffer = ByteBuffer.allocateDirect(16);
			//GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, (FloatBuffer)byteBuffer.asFloatBuffer().put(light0Color).flip());
			GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, (FloatBuffer) byteBuffer.asFloatBuffer().put(light0Color).flip());
			GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer) byteBuffer.asFloatBuffer().put(light0Position).flip());
			GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, (FloatBuffer) byteBuffer.asFloatBuffer().put(light0Ambient).flip());

			GL11.glEnable(GL11.GL_NORMALIZE);
			while(!Display.isCloseRequested()){
				GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
				GL11.glLoadIdentity();
				GL11.glBegin(GL11.GL_QUADS);
				GL11.glNormal3f(0, 0, 1);
					GL11.glVertex3f(2, 2, -3);
					GL11.glVertex3f(4, 2, -3);
					GL11.glVertex3f(4, 4, -3);
					GL11.glVertex3f(2, 4, -3);
				GL11.glEnd();
				Display.update();
			}
			System.exit(1);

		} catch (LWJGLException e) {
			e.printStackTrace();
		}


	}
}

I’ve spent a while trying to find out what the problem was and as soon as I post this, It’s set as GL11.GL_DIFFUSE not GL11.GL_SPECULAR