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: main.rs
    path of file: ./repos/three-d/examples/shapes/src
    
    the code of the file until where you have to start completion: use three_d::*;

pub fn main() {
    let window = Window::new(WindowSettings {
        title: "Shapes!".to_string(),
        max_size: Some((1280, 720)),
        ..Default::default()
    })
    .unwrap();
    let context = window.gl();

    let mut camera = Camera::new_perspective(
        window.viewport(),
        vec3(5.0, 2.0, 2.5),
        vec3(0.0, 0.0, -0.5),
        vec3(0.0, 1.0, 0.0),
        degrees(45.0),
        0.1,
        1000.0,
    );
    let mut control = OrbitControl::new(*camera.target(), 1.0, 100.0);

    let mut sphere = Gm::new(
        Mesh::new(&context, &CpuMesh::sphere(16)),
        PhysicalMaterial::new_transparent(
            &context,
            &CpuMaterial {
                albedo: Srgba {
                    r: 255,
                    g: 0,
                    b: 0,
                    a: 200,
                },
                ..Default::default()
            },
        ),
    );
    sphere.set_transformation(Mat4::from_translation(vec3(0.0, 1.3, 0.0)) * Mat4::from_scale(0.2));
    let mut cylinder = Gm::new(
        Mesh::new(&context, &CpuMesh::cylinder(16)),
        PhysicalMaterial::new_transparent(
            &context,
            &CpuMaterial {
                albedo: Srgba {
                    r: 0,
                    g: 255,
                    b: 0,
                    a: 200,
                },
                ..Default::default()
         
    
pub fn main() {
    let window = Window::new(WindowSettings {
        title: "Shapes!".to_string(),
        max_size: Some((1280, 720)),
        ..Default::default()
    })
    .unwrap();
    let context = window.gl();

    let mut camera = Camera::new_perspective(
        window.viewport(),
        vec3(5.0, 2.0, 2.5),
        vec3(0.0, 0.0, -0.5),
        vec3(0.0, 1.0, 0.0),
        degrees(45.0),
        0.1,
        1000.0,
    );
    let mut control = OrbitControl::new(*camera.target(), 1.0, 100.0);

    let mut sphere = Gm::new(
        Mesh::new(&context, &CpuMesh::sphere(16)),
        PhysicalMaterial::new_transparent(
            &context,
            &CpuMaterial {
                albedo: Srgba {
                    r: 255,
                    g: 0,
                    b: 0,
                    a: 200,
                },
                ..Default::default()
            },
        ),
    );
    sphere.set_transformation(Mat4::from_translation(vec3(0.0, 1.3, 0.0)) * Mat4::from_scale(0.2));
    let mut cylinder = Gm::new(
        Mesh::new(&context, &CpuMesh::cylinder(16)),
        PhysicalMaterial::new_transparent(
            &context,
            &CpuMaterial {
                albedo: Srgba {
                    r: 0,
                    g: 255,
                    b: 0,
                    a: 200,
                },
                ..Default::default()
            },
        ),
    );
    cylinder
        .set_transformation(Mat4::from_translation(vec3(1.3, 0.0, 0.0)) * Mat4::from_scale(0.2));
    let mut cube = Gm::new(
        Mesh::new(&context, &CpuMesh::cube()),
        PhysicalMaterial::new_transparent(
            &context,
            &CpuMaterial {
                albedo: Srgba {
                    r: 0,
                    g: 0,
                    b: 255,
                    a: 100,
                },
                ..Default::default()
            },
        ),
    );
    cube.set_transformation(Mat4::from_translation(vec3(0.0, 0.0, 1.3)) * Mat4::from_scale(0.2));
    let axes = Axes::new(&context, 0.1, 2.0);
    let bounding_box_sphere = Gm::new(
        BoundingBox::new(&context, sphere.aabb()),
        ColorMaterial {
            color: Srgba::BLACK,
            ..Default::default()
        },
    );
    let bounding_box_cube = Gm::new(
        BoundingBox::new(&context, cube.aabb()),
        ColorMaterial {
            color: Srgba::BLACK,
            ..Default::default()
        },
    );
    let bounding_box_cylinder = Gm::new(
        BoundingBox::new(&context, cylinder.aabb()),
        ColorMaterial {
            color: Srgba::BLACK,
            ..Default::default()
        },
    );

    let light0 = DirectionalLight::new(&context, 1.0, Srgba::WHITE, &vec3(0.0, -0.5, -0.5));
    let light1 = DirectionalLight::new(&context, 1.0, Srgba::WHITE, &vec3(0.0, 0.5, 0.5));

    window.render_loop(move |mut frame_input| {
        camera.set_viewport(frame_input.viewport);
        control.handle_events(&mut camera, &mut frame_input.events);

        frame_input
            .screen()
            .clear(ClearState::color_and_depth(0.8, 0.8, 0.8, 1.0, 1.0))
            .render(
                &camera,
                sphere
                    .into_iter()
                    .chain(&cylinder)
                    .chain(&cube)
                    .chain(&axes)
                    .chain(&bounding_box_sphere)
                    .chain(&bounding_box_cube)
                    .chain(&bounding_box_cylinder),
                &[&light0, &light1],
            );

        FrameOutput::default()
    });
}