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


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;
