<commit_before>#include <metal_stdlib>
#include <metal_matrix>

using namespace metal;

struct Light
{
    float3 direction;
    float3 ambientColor;
    float3 diffuseColor;
    float3 specularColor;
};

constant Light light = {
    .direction = { 0.13, 0.72, 0.68 },
    .ambientColor = { 0.05, 0.05, 0.05 },
    .diffuseColor = { 0.9, 0.9, 0.9 },
    .specularColor = { 1, 1, 1 }
};

struct Material
{
    float3 ambientColor;
    float3 diffuseColor;
    float3 specularColor;
    float specularPower;
};

constant Material material = {
    .ambientColor = { 0.9, 0.1, 0 },
    .diffuseColor = { 0.9, 0.1, 0 },
    .specularColor = { 1, 1, 1 },
    .specularPower = 100
};

struct Uniforms
{
    float4x4 modelViewProjectionMatrix;
    float4x4 modelViewMatrix;
    float3x3 normalMatrix;
};

struct Vertex
{
    float4 position;
    float4 normal;
};<commit_msg>Adjust color.<commit_after>#include <metal_stdlib>
#include <metal_matrix>

using namespace metal;

struct Light
{
    float3 direction;
    float3 ambientColor;
    float3 diffuseColor;
    float3 specularColor;
};

constant Light light = {
    .direction = { 0.13, 0.72, 0.68 },
    .ambientColor = { 0.05, 0.05, 0.05 },
    .diffuseColor = { 0.9, 0.9, 0.9 },
    .specularColor = { 1, 1, 1 }
};

struct Material
{
    float3 ambientColor;
    float3 diffuseColor;
    float3 specularColor;
    float specularPower;
};

constant Material material = {
    .ambientColor = { 0.7, 0.7, 0.7 },
    .diffuseColor = { 0.9, 0.9, 0.9 },
    .specularColor = { 0.3, 0.3, 0.3 },
    .specularPower = 100
};

struct Uniforms
{
    float4x4 modelViewProjectionMatrix;
    float4x4 modelViewMatrix;
    float3x3 normalMatrix;
};

struct Vertex
{
    float4 position;
    float4 normal;
};
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