from ursina import Shader camera_empty_shader = Shader( vertex=''' #version 430 in vec4 p3d_Vertex; uniform mat4 p3d_ViewMatrixInverse; in vec2 p3d_MultiTexCoord0; out vec2 uv; void main() { gl_Position = p3d_ViewMatrixInverse * p3d_Vertex; uv = p3d_MultiTexCoord0; } ''', fragment=''' #version 430 uniform sampler2D tex; in vec2 uv; out vec4 color; void main() { vec3 rgb = texture(tex, uv).rgb; color = vec4(rgb, 1.0); } ''') if __name__ == '__main__': from ursina import * app = Ursina() e = Entity(model='sphere', color=color.yellow) e = Entity(model='cube', y=-1) camera.shader = camera_empty_shader camera.set_shader_input('contrast', 1) #slider = ThinSlider(max=1, dynamic=True, position=(-.25, -.45)) #def set_blur(): # camera.set_shader_input("contrast", slider.value) #slider.on_value_changed = set_blur EditorCamera() app.run()