from ursina import * normals_shader = Shader(name='normals_shader',language=Shader.GLSL, vertex = ''' #version 140 uniform mat4 p3d_ModelViewProjectionMatrix; uniform mat4 p3d_ModelMatrix; in vec4 p3d_Vertex; in vec3 p3d_Normal; out vec3 world_normal; void main() { gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex; world_normal = normalize(mat3(p3d_ModelMatrix) * p3d_Normal); } ''', fragment=''' #version 130 uniform vec4 p3d_ColorScale; in vec2 texcoord; out vec4 fragColor; in vec3 world_normal; void main() { fragColor = vec4(world_normal*0.5+0.5, 1); } ''', geometry='', ) if __name__ == '__main__': from ursina import * from ursina.prefabs.primitives import * app = Ursina() window.color=color.black # e = Entity(model='sphere', shader=normals_shader) # e.setShaderInput('transform_matrix', e.getNetTransform().getMat()) shader = normals_shader a = WhiteCube(shader=shader) b = AzureSphere(rotation_y=180, x=3) b.shader = shader # AzureSphere(shader=a.shader, y=2) GrayPlane(scale=10, y=-2, texture='shore') Sky(color=color.light_gray) EditorCamera() def update(): b.rotation_z += 1 b.rotation_y += 1 b.rotation_x += 1 # a.rotation_x += 1 # EditorCamera() app.run()