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- 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
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