Adding light effect to the shader material

Hello, webgl expert. Hope you are doing well.
I have some issues in my WebGL site, and I can’t find good solution.
For now, I’m using shader for floating image plane, and I would like to add light reflecting effect to the plane.
But there are no light in this plane.

this.material = new THREE.ShaderMaterial({
extensions: {
derivatives: “#extension GL_OES_standard_derivatives : enable”,
},
side: THREE.DoubleSide,
uniforms: {
time: { type: “f”, value: 0 },
distanceFromCenter: { type: “f”, value: 0 },
texture1: { type: “t”, value: null },
resolution: { type: “v4”, value: new THREE.Vector4() },
uvRate1: {
value: new THREE.Vector2(1, 1),
},
bendY: { type: “f”, value: 0 },
bendZ: { type: “f”, value: 0 },
},
// wireframe: true,
// lights: true,
transparent: true,
vertexShader: vertex,
fragmentShader: fragment,
});

//fragment.glsl

uniform float time;
uniform float progress;
uniform float distanceFromCenter;
uniform sampler2D texture1;
uniform vec4 resolution;

varying vec2 vUv;
varying vec3 vPosition;

float PI = 3.141592653589793238;

void main() {
vec4 t = texture2D(texture1, vUv);
float bw = (t.r + t.b + t.g) / 3.;
vec4 another = vec4(bw, bw, bw, 1.);
gl_FragColor = mix(another, t, distanceFromCenter);
gl_FragColor.a = clamp(distanceFromCenter, 0.2, 1.);
// gl_FragColor = vec4(0.,1.,0.0,1.)
}

//vertex.glsl
uniform float time;
uniform vec2 pixels;
uniform float distanceFromCenter;
uniform float bendY;
uniform float bendZ;

varying vec2 vUv;
varying vec3 vPosition;

float PI = 3.141592653589793238;

void main() {
vUv = (uv - vec2(0.5)) * (1.2 - 0.2 * distanceFromCenter * (2. - distanceFromCenter)) + vec2(0.5);
vec3 pos = position;
pos.y += sin(PI * uv.x) * bendY;
pos.z += sin(PI * uv.x) * bendZ;

pos.y += sin(time * 0.3) * 0.02;
vUv.y -= sin(time * 0.3) * 0.02;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);

}

This is the video link: forum.mp4 - Google Drive

Thanks for reading.

It’s hard to tell from the quality of your video what kind of highlight you’re trying to achieve, but if you want to highlight the texture where your mouse is, you can do it like so: