To control the ambient, diffuse, and specular colors from GL_LIGHT0, add the following:
.
glLight (GL_LIGHT0, GL_POSITION, (5, 5, 5, 1))
glLightfv(GL_LIGHT0, GL_AMBIENT, ( $1,0,1,1)$ )
glLightfv(GL_LIGHT0, GL_DIFFUSE, $(1,1,0,1)$ )
glLightfv (GL_LIGHT0, GL_SPECULAR, $(0,1,0,1)$ )
glEnable (GL_LIGHTO)
. .