     vec3 eyeNorm;
     vec4 eyePosition;
 
-// Get the position and normal in eye space
+    // Get the position and normal in eye space
     getEyeSpace(eyeNorm, eyePosition);
 
     FrontColor = phongModel( eyePosition, eyeNorm );


void getEyeSpace( out vec3 norm, out vec4 position )
{
    norm = normalize( NormalMatrix * VertexNormal);
    position = ModelViewMatrix * vec4(VertexPosition,1.0);
}

vec3 phongModel( vec4 position, vec3 norm )


struct LightInfo {
    vec4 Position; // Light position in eye coords.
    vec3 La; // Ambient light intensity
    vec3 Ld; // Diffuse light intensity
    vec3 Ls; // Specular light intensity
};

uniform LightInfo Light;

struct MaterialInfo {
    vec3 Ka; // Ambient reflectivity
    vec3 Kd; // Diffuse reflectivity
    vec3 Ks; // Specular reflectivity
    float Shininess; // Specular shininess factor
};

uniform MaterialInfo Material;
