You are writing agk shaders ?
This is how agks own shader with directional light and a point light looks.
// vertex shader
char srcVertShader[ 1024 ] = "";
strcat ( srcVertShader, "attribute vec3 position;\n" );
strcat ( srcVertShader, "attribute vec3 normal;\n" );
strcat ( srcVertShader, "attribute vec2 uv;\n" );
strcat ( srcVertShader, "" );
strcat ( srcVertShader, "varying vec2 uvVarying;\n" );
strcat ( srcVertShader, "varying vec3 normalVarying;\n" );
strcat ( srcVertShader, "varying vec3 posVarying;\n" );
strcat ( srcVertShader, "" );
strcat ( srcVertShader, "uniform vec4 uvBounds0;" );
strcat ( srcVertShader, "" );
strcat ( srcVertShader, "uniform mat4 agk_World;\n" );
strcat ( srcVertShader, "uniform mat4 agk_ViewProj;\n" );
strcat ( srcVertShader, "uniform mat3 agk_WorldNormal;\n" );
strcat ( srcVertShader, "void main()\n" );
strcat ( srcVertShader, "{ \n" );
strcat ( srcVertShader, " vec4 pos = agk_World * vec4(position,1);\n");
strcat ( srcVertShader, " gl_Position = agk_ViewProj * pos;\n");
strcat ( srcVertShader, " vec3 norm = agk_WorldNormal * normal;\n");
strcat ( srcVertShader, " posVarying = pos.xyz;\n");
strcat ( srcVertShader, " normalVarying = norm;\n");
strcat ( srcVertShader, " uvVarying = uv * uvBounds0.xy + uvBounds0.zw;\n" );
strcat ( srcVertShader, "}" );
// fragment shader
char srcFragShader[ 1024 ] = "";
strcat ( srcFragShader, "uniform sampler2D texture0;\n" );
strcat ( srcFragShader, "varying vec2 uvVarying;\n" );
strcat ( srcFragShader, "varying vec3 normalVarying;\n" );
strcat ( srcFragShader, "varying vec3 posVarying;\n" );
strcat ( srcFragShader, "uniform vec4 agk_PLightPos;\n" );
strcat ( srcFragShader, "uniform vec4 agk_PLightColor;\n" );
strcat ( srcFragShader, "uniform vec3 agk_DLightDir;\n" );
strcat ( srcFragShader, "uniform vec4 agk_DLightColor;\n" );
strcat ( srcFragShader, "uniform vec4 agk_ObjColor;\n" );
strcat ( srcFragShader, "void main()\n" );
strcat ( srcFragShader, "{ \n" );
strcat ( srcFragShader, " vec3 dir = agk_PLightPos.xyz - posVarying;\n" );
strcat ( srcFragShader, " vec3 norm = normalize(normalVarying);\n" );
strcat ( srcFragShader, " float atten = dot(dir,dir);\n" );
strcat ( srcFragShader, " atten = clamp(agk_PLightPos.w/atten,0.0,1.0);\n" );
strcat ( srcFragShader, " float intensity = dot(normalize(dir),norm);\n" );
strcat ( srcFragShader, " intensity = clamp(intensity,0.0,1.0);\n" );
strcat ( srcFragShader, " vec3 color = agk_PLightColor.rgb * intensity * atten;\n" );
strcat ( srcFragShader, " color = color + clamp(dot(-agk_DLightDir,norm)*agk_DLightColor.rgb,0.2,1.0); \n" );
strcat ( srcFragShader, " gl_FragColor = texture2D(texture0, uvVarying) * vec4(color,1) * agk_ObjColor;\n" );
strcat ( srcFragShader, "}" );
SetShaderSource( srcVertShader, srcFragShader );
SetConstantByName( "agk_PLightPos", 0,0,0,200 );
SetConstantByName( "agk_PLightColor", 1,1,1,1 );
SetConstantByName( "agk_DLightDir", -0.57735f,-0.57735f,0.57735f,0 );
SetConstantByName( "agk_DLightColor", 1,1,1,1 );
I had a thread where i discussed writing agk shaders a while back.
http://forum.thegamecreators.com/?m=forum_view&t=201508&b=41
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