text: 
  #ifdef basic_lighting_diffuse_main
  
  
  #include <glad/glad.h>
  #include <GLFW/glfw3.h>
  
  #include <glm/glm.hpp>
  #include <glm/gtc/matrix_transform.hpp>
  #include <glm/gtc/type_ptr.hpp>
  
  #include <shader_m.h>
  #include <camera.h>
  
  #include <iostream>
  
  //#include <glad/glad.h>
  //#include <GLFW/glfw3.h>
  //#include <iostream>
  //#include <shader_m.h>
  //#define STB_IMAGE_IMPLEMENTATION
  //#include "stb_image.h"
  //
  //#include <glm/glm.hpp>
  //#include <glm/gtc/matrix_transform.hpp>
  //#include <glm/gtc/type_ptr.hpp>
  //#include <camera.h>
  
  void framebuffer_size_callback(GLFWwindow* window, int width, int height);
  void mouse_callback(GLFWwindow* window, double xpos, double ypos);
  void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
  void processInput(GLFWwindow *window);
  
  // settings
  const unsigned int SCR_WIDTH = 800;
  const unsigned int SCR_HEIGHT = 600;
  
  // camera
  Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
  float lastX = SCR_WIDTH / 2.0f;
  float lastY = SCR_HEIGHT / 2.0f;
  bool firstMouse = true;
  
  // timing
  float deltaTime = 0.0f;
  float lastFrame = 0.0f;
  
  // lighting
  glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
  
  int basic_lighting_diffuse_main()
  {
  	// glfw: initialize and configure
  	// ------------------------------
  	glfwInit();
  	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  
  #ifdef __APPLE__
  	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  #endif
  
  	// glfw window creation
  	// --------------------
  	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
  	if (window == NULL)
  	{
  		std::cout << "Failed to create GLFW window" << std::endl;
  		glfwTerminate();
  		return -1;
  	}
  	glfwMakeContextCurrent(window);
  	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
  	glfwSetCursorPosCallback(window, mouse_callback);
  	glfwSetScrollCallback(window, scroll_callback);
  
  	// tell GLFW to capture our mouse
  	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
  
  	// glad: load all OpenGL function pointers
  	// ---------------------------------------
  	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
  	{
  		std::cout << "Failed to initialize GLAD" << std::endl;
  		return -1;
  	}
  
  	// configure global opengl state
  	// -----------------------------
  	glEnable(GL_DEPTH_TEST);
  
  	// build and compile our shader zprogram
  	// ------------------------------------
  	Shader lightingShader("./../../../shader/2.1.basic_lighting_diffuse/2.1.basic_lighting.vs", "./../../../shader/2.1.basic_lighting_diffuse/2.1.basic_lighting.fs", true);
  	Shader lightCubeShader("./../../../shader/2.1.basic_lighting_diffuse/2.1.light_cube.vs", "./../../../shader/2.1.basic_lighting_diffuse/2.1.light_cube.fs", true);
  
  	// set up vertex data (and buffer(s)) and configure vertex attributes
  	// ------------------------------------------------------------------
  	float vertices[] = {
  		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
  		 0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
  		 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
  		 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
  		-0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
  		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
  
  		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
  		 0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
  		 0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
  		 0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
  		-0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
  		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
  
  		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
  		-0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
  		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
  		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
  		-0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
  		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
  
  		 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
  		 0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
  		 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
  		 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
  		 0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
  		 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
  
  		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
  		 0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
  		 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
  		 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
  		-0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
  		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
  
  		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
  		 0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
  		 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
  		 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
  		-0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
  		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
  	};
  	// first, configure the cube's VAO (and VBO)
  	unsigned int VBO, cubeVAO;
  	glGenVertexArrays(1, &cubeVAO);
  	glGenBuffers(1, &VBO);
  
  	glBindBuffer(GL_ARRAY_BUFFER, VBO);
  	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  
  	glBindVertexArray(cubeVAO);
  
  	// position attribute
  	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
  	glEnableVertexAttribArray(0);
  	// normal attribute
  	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
  	glEnableVertexAttribArray(1);
  
  
  	// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
  	unsigned int lightCubeVAO;
  	glGenVertexArrays(1, &lightCubeVAO);
  	glBindVertexArray(lightCubeVAO);
  
  	glBindBuffer(GL_ARRAY_BUFFER, VBO);
  	// note that we update the lamp's position attribute's stride to reflect the updated buffer data
  	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
  	glEnableVertexAttribArray(0);
  
  
  	// render loop
  	// -----------
  	while (!glfwWindowShouldClose(window))
  	{
  		// per-frame time logic
  		// --------------------
  		float currentFrame = glfwGetTime();
  		deltaTime = currentFrame - lastFrame;
  		lastFrame = currentFrame;
  
  		// input
  		// -----
  		processInput(window);
  
  		// render
  		// ------
  		glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
  		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
  		lightPos.x = 1.0f + sin(glfwGetTime()) * 2.0f;
          lightPos.y = sin(glfwGetTime() / 2.0f) * 1.0f;
  
  		// be sure to activate shader when setting uniforms/drawing objects
  		lightingShader.use();
  		lightingShader.setVec3("objectColor", 1.0f, 0.5f, 0.31f);
  		lightingShader.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
  		lightingShader.setVec3("lightPos", lightPos);
  		lightingShader.setVec3("viewPos", camera.Position);
  
  		// view/projection transformations
  		glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
  		glm::mat4 view = camera.GetViewMatrix();
  		lightingShader.setMat4("projection", projection);
  		lightingShader.setMat4("view", view);
  
  		// world transformation
  		glm::mat4 model = glm::mat4(1.0f);
  		lightingShader.setMat4("model", model);
  
  		// render the cube
  		glBindVertexArray(cubeVAO);
  		glDrawArrays(GL_TRIANGLES, 0, 36);
  
  
  		// also draw the lamp object
  		lightCubeShader.use();
  		lightCubeShader.setMat4("projection", projection);
  		lightCubeShader.setMat4("view", view);
  		model = glm::mat4(1.0f);
  		model = glm::translate(model, lightPos);
  		model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
  		lightCubeShader.setMat4("model", model);
  
  		glBindVertexArray(lightCubeVAO);
  		glDrawArrays(GL_TRIANGLES, 0, 36);
  
  
  		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
  		// -------------------------------------------------------------------------------
  		glfwSwapBuffers(window);
  		glfwPollEvents();
  	}
  
  	// optional: de-allocate all resources once they've outlived their purpose:
  	// ------------------------------------------------------------------------
  	glDeleteVertexArrays(1, &cubeVAO);
  	glDeleteVertexArrays(1, &lightCubeVAO);
  	glDeleteBuffers(1, &VBO);
  
  	// glfw: terminate, clearing all previously allocated GLFW resources.
  	// ------------------------------------------------------------------
  	glfwTerminate();
  	return 0;
  }
  
  // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
  // ---------------------------------------------------------------------------------------------------------
  void processInput(GLFWwindow *window)
  {
  	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
  		glfwSetWindowShouldClose(window, true);
  
  	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
  		camera.ProcessKeyboard(FORWARD, deltaTime);
  	if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
  		camera.ProcessKeyboard(BACKWARD, deltaTime);
  	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
  		camera.ProcessKeyboard(LEFT, deltaTime);
  	if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
  		camera.ProcessKeyboard(RIGHT, deltaTime);
  }
  
  // glfw: whenever the window size changed (by OS or user resize) this callback function executes
  // ---------------------------------------------------------------------------------------------
  void framebuffer_size_callback(GLFWwindow* window, int width, int height)
  {
  	// make sure the viewport matches the new window dimensions; note that width and 
  	// height will be significantly larger than specified on retina displays.
  	glViewport(0, 0, width, height);
  }
  
  
  // glfw: whenever the mouse moves, this callback is called
  // -------------------------------------------------------
  void mouse_callback(GLFWwindow* window, double xpos, double ypos)
  {
  	if (firstMouse)
  	{
  		lastX = xpos;
  		lastY = ypos;
  		firstMouse = false;
  	}
  
  	float xoffset = xpos - lastX;
  	float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
  
  	lastX = xpos;
  	lastY = ypos;
  
  	camera.ProcessMouseMovement(xoffset, yoffset);
  }
  
  // glfw: whenever the mouse scroll wheel scrolls, this callback is called
  // ----------------------------------------------------------------------
  void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
  {
  	camera.ProcessMouseScroll(yoffset);
  }
  
  #endif