local Vec3, Vec4 = require('Vector')() local Mat3, Mat4 = require('Matrix')() local m = Mat3.new{1, 0, 1, 0, 1, 0, 0, 0, 0} print(Mat3.tostring(m)) honey.input.key.bind(honey.input.key.escape, honey.exit) local basis = function(matrix) local b = {} b.x = Vec3.new{1, 0, 0} b.y = Vec3.new{0, 1, 0} b.z = Vec3.new{0, 0, 1} local mat3 = honey.cglm.new_array_zero(9) honey.cglm.mat4.pick3(matrix, mat3) honey.cglm.mat3.mulv(b.x, mat3, b.x) honey.cglm.mat3.mulv(b.y, mat3, b.y) honey.cglm.mat3.mulv(b.z, mat3, b.z) return b end local vertex_shader = [[ #version 330 core layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec2 tex_coord; out vec2 uv_coord; out vec3 v_normal; out vec3 v_position; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position.xyz, 1); uv_coord = tex_coord; v_normal = mat3(view) * normal; v_position = vec3(view * model * vec4(position.xyz, 1.0)); } ]] local fragment_shader = [[ #version 330 core uniform vec4 base_color; out vec4 color; void main() { color = base_color; } ]] local shader = honey.shader.new(vertex_shader, fragment_shader) local plane = honey.primitives.plane(2,2) local color1 = Vec4.new{1,0,0,1} local color2 = Vec4.new{0,0,1,1} local color = honey.cglm.new_array_zero(4) local total_time = 0 function honey.update(dt) total_time = total_time + dt honey.cglm.vec4.lerp(color1, color2, 0.5*(math.sin(math.pi*total_time)+1), color) end function honey.draw() honey.shader.set_vec4(shader, "base_color", color) honey.mesh.draw(plane, shader) end