Specular lighting is gone with materials

Specular lighting worked wonderfully before i add materials into my project.
now the spotlight can’t be seen anywhere.

any help helps

here is the main.cpp

 glm::vec3 lightColor;
        lightColor.r = sin(glfwGetTime() * 2.0f);
        lightColor.g = sin(glfwGetTime() * 0.7f);
        lightColor.b = sin(glfwGetTime() * 1.3f);

        glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
        glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), ambientColor.r, ambientColor.g, ambientColor.b);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), diffuseColor.r, diffuseColor.g, diffuseColor.b);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f);

        glUniform3f(glGetUniformLocation(lightingShader.Program, "material.ambient"), 1.0f, 0.5f, 0.31f);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 1.0f, 0.5f, 0.31f);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "material.specular"), 0.1f, 0.1f, 0.1f);
        glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininees"), 32.0f);

and the lighting fragment shader

#version 330 core

struct Material
{
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;
	float shininess;
};

struct Light
{
	vec3 position;

	vec3 ambient;
	vec3 diffuse;
	vec3 specular;
};

out vec4 color;

in vec3 FragPos;
in vec3 Normal;

uniform vec3 viewPos;
uniform Material material;
uniform Light light;

void main() 
{
	//ambient
	vec3 ambient = light.ambient * material.ambient;

	//diffuse
	vec3 norm = normalize(Normal);
	vec3 lightDir = normalize(light.position - FragPos);
	float diff = max(dot(norm, lightDir), 0.0);
	vec3 diffuse = light.diffuse * (diff * material.diffuse);

	//specular
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
    vec3 specular = light.specular * (spec * material.specular);

	vec3 result = ambient + diffuse + specular;
	color = vec4(result, 1.0f);
}

Is that typo (“shininees”) present in your actual code?

is it sad that this the issue and i missed it looking over it so many times