You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: tutorial-05.rs
    path of file: ./repos/glium/examples
    
    the code of the file until where you have to start completion: #[macro_use]
extern crate glium;
use glium::Surface;

fn main() {
    let event_loop = winit::event_loop::EventLoopBuilder::new()
        .build()
        .expect("event loop building");
    let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
        .with_title("Glium tutorial #5")
        .build(&event_loop);

    #[derive(Copy, Cl
    
fn main() {
    let event_loop = winit::event_loop::EventLoopBuilder::new()
        .build()
        .expect("event loop building");
    let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
        .with_title("Glium tutorial #5")
        .build(&event_loop);

    #[derive(Copy, Clone)]
    struct Vertex {
        position: [f32; 2],
        color: [f32; 3],
    }
    implement_vertex!(Vertex, position, color);
    let shape = vec![
        Vertex { position: [-0.5, -0.5], color: [1.0, 0.0, 0.0] },
        Vertex { position: [ 0.0,  0.5], color: [0.0, 1.0, 0.0] },
        Vertex { position: [ 0.5, -0.25], color: [0.0, 0.0, 1.0] }
    ];
    let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
    let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();

    let vertex_shader_src = r#"
        #version 140

        in vec2 position;
        in vec3 color;      // our new attribute
        out vec3 vertex_color;

        uniform mat4 matrix;

        void main() {
            vertex_color = color; // we need to set the value of each `out` variable.
            gl_Position = matrix * vec4(position, 0.0, 1.0);
        }
    "#;

    let fragment_shader_src = r#"
        #version 140

        in vec3 vertex_color;
        out vec4 color;

        void main() {
            color = vec4(vertex_color, 1.0);   // We need an alpha value as well
        }
    "#;

    let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();

    let mut t:f32 = -0.5;

    event_loop.run(move |ev, window_target| {
        match ev {
            winit::event::Event::WindowEvent { event, .. } => match event {
                winit::event::WindowEvent::CloseRequested => {
                    window_target.exit();
                },
                // We now need to render everyting in response to a RedrawRequested event due to the animation
                winit::event::WindowEvent::RedrawRequested => {
                    // we update `t`
                    t += 0.02;
                    let x = t.sin() * 0.5;

                    let mut target = display.draw();
                    target.clear_color(0.0, 0.0, 1.0, 1.0);

                    let uniforms = uniform! {
                        matrix: [
                            [1.0, 0.0, 0.0, 0.0],
                            [0.0, 1.0, 0.0, 0.0],
                            [0.0, 0.0, 1.0, 0.0],
                            [  x, 0.0, 0.0, 1.0f32],
                        ]
                    };

                    target.draw(&vertex_buffer, &indices, &program, &uniforms,
                                &Default::default()).unwrap();
                    target.finish().unwrap();
                },
                // Because glium doesn't know about windows we need to resize the display
                // when the window's size has changed.
                winit::event::WindowEvent::Resized(window_size) => {
                    display.resize(window_size.into());
                },
                _ => (),
            },
            // By requesting a redraw in response to a AboutToWait event we get continuous rendering.
            // For applications that only change due to user input you could remove this handler.
            winit::event::Event::AboutToWait => {
                window.request_redraw();
            },
            _ => (),
        }
    })
    .unwrap();
}