 
 struct LightInfo {
     vec4 Position; // Light position in eye coords.
-    vec3 La;
-// Ambient light intensity
-    vec3 Ld;
-// Diffuse light intensity
-    vec3 Ls;
-// Specular light intensity
+    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
+    vec3 Ka; // Ambient reflectivity
+    vec3 Kd; // Diffuse reflectivity
+    vec3 Ks; // Specular reflectivity
+    float Shininess; // Specular shininess factor
 };
 
 uniform MaterialInfo Material;


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

vec3 phongModel( vec4 position, vec3 norm )

    vec3 eyeNorm;
    vec4 eyePosition;

    // Get the position and normal in eye space
    getEyeSpace(eyeNorm, eyePosition);

    FrontColor = phongModel( eyePosition, eyeNorm );
