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import glitch
import glitch.glut
import glitch.limbo.lights
import glitch.limbo.objects
import glitch.limbo.unitview
class Shader(glitch.Shader):
vertex = """
varying vec4 vertex;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
vertex = gl_Vertex;
}
"""
fragment = """
varying vec4 vertex;
uniform sampler2D texture;
void main()
{
gl_FragColor = vertex * texture2D(texture, gl_TexCoord[0].st);
}
"""
if __name__ == '__main__':
camera = glitch.glut.GLUTCamera(children=[
glitch.limbo.unitview.UnitView(children=[
glitch.ApplyTexture(
glitch.CameraTexture(800, 600, eye=[0, 1, 3], children=[
glitch.limbo.objects.make_lit_test_scene()]),
children=[Shader(children=[
glitch.TexturedSquare()])])])])
camera.run()
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