local g = lovr.graphics local shaders = { require('phong')(), require('normal')(), require('depth')(), require('pbr')() } function lovr.draw() local t = lovr.timer.getTime() local shaderIndex = 1 + (math.floor(t * .5) % #shaders) g.setCullingEnabled(true) g.setShader(shaders[shaderIndex]) g.cube('fill', 0, 1.7, -1, .5, t * 2, t / 2, t / 3, t / 4) end