for k, v in pairs(honey.shader) do print(k, v) end honey.input.key.bind(honey.input.key.escape, honey.exit) local vertex_shader = [[ #version 330 core layout(location = 0) in vec3 position; void main() { gl_Position.xyz = position; gl_Position.w = 1.0; } ]] local fragment_shader = [[ #version 330 core out vec4 color; void main() { color = vec4(1,0,0,1); } ]] local shader = honey.shader.new(vertex_shader, fragment_shader) local plane = honey.primitives.plane(1,1) function honey.update(dt) end function honey.draw() honey.mesh.draw(plane, shader) end