text: // Copyright 2020, Savvy Sine, Aline Normoyle
  
  #include "agl/window.h"
  
  using glm::vec3;
  
  class MyWindow : public agl::Window {
    void setup() {
      renderer.loadTexture("cloud", "../textures/cloud.png", 0);
      renderer.loadTexture("particle", "../textures/particle.png", 0);
      renderer.blendMode(agl::ADD);
    }
  
    void draw() {
      renderer.beginShader("sprite");
      renderer.texture("image", "cloud");
      renderer.sprite(vec3(-0.5f, 0.0f, 0.0f), red, 0.25f);
      renderer.sprite(vec3(0.5f, 0.0f, 0.0f), green, 0.25f);
  
      renderer.texture("image", "particle");
      renderer.sprite(vec3(0.0f, 0.25f, 0.0f), blue, 0.25f);
      renderer.endShader();
    }
  
    const glm::vec4 red = glm::vec4(1, 0, 0, 1);
    const glm::vec4 green = glm::vec4(0, 1, 0, 1);
    const glm::vec4 blue = glm::vec4(0, 0, 1, 1);
  };
  
  int main() {
    MyWindow window;
    window.run();
  }
  