 3 * sizeof(float));

            int texCoordLocation = ShaderManager.guiShader.GetAttribLocation("aTexCoord");
            GL.EnableVertexAttribArray(texCoordLocation);
            GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, vertexLength * sizeof(float), 6 * sizeof(float));
        }

        public virtual void WindowResize(int width, int height)
        {
            Initialize(new Vector2(width, height), position);
        }

        public virtual void Update(double time)
        {
            angle -= 20.0f * (float)time;
            rotationMatrix =
                Matrix4.CreateRotationX(MathHelper.DegreesToRadians(angle * 1.0f)) *
                Matrix4.CreateRotationY(MathHelper.DegreesToRadians(angle * 1.0f)) *
                Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(angle * 1.0f));

            //modelMatrix = Matrix4.Identity * translationMatrix * rotationMatrix * scaleMatrix;
            modelMatrix = Matrix4.Identity;

            KeyboardState ks = Keyboard.GetState();
            float lightSpeed = 1.0f * (float)time;

            if (ks.IsKeyDown(Key.Left))
            {
                lightPos.X -= lightSpeed;
            }
            if (ks.IsKeyDown(Key.Right))
            {
                lightPos.X += lightSpeed;
            }
            if (ks.IsKeyDown(Key.Up))
            {
                lightPos.Y += lightSpeed;
            }
            if (ks.IsKeyDown(Key.Down))
            {
                lightPos.Y -= lightSpeed;
            }
        }

        private Vector3 lightPos = new Vector3(0.0f, 0.0f, 4.0f);
        public virtual void Draw(double time)
        {
            if (Visible)
            {
                GL.Enable(EnableCap.DepthTest);

                GL.BindVertexArray(vertexArray);
                
                diffuse.Use(TextureUnit.Texture0);
                specular.Use(TextureUnit.Texture1
3 * sizeof(float) ); 

             int texCoordLocation = ShaderManager.guiShader. GetAttribLocation("aTexCoord "); 
             GL.EnableVertexAttribArray(texCoordLocation); 
             GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType. Float, false, vertexLength * sizeof(float), 6 * sizeof(float) ); 
         } 

         public virtual void WindowResize(int width, int height) 
         { 
             Initialize(new Vector2(width, height), placement); 
         } 

         public virtual nothingness Update(double time) 
         { 
             angle -= 20.0f * (float)time; 
             rotationMatrix = 
                 Matrix4.CreateRotationX(MathHelper. DegreesToRadians(angle * 1.0f) ) * 
                 Matrix4.CreateRotationY(MathHelper. DegreesToRadians(angle * 1.0f) ) * 
                 Matrix4.CreateRotationZ(MathHelper. DegreesToRadians(angle * 1.0f) ); 

             //modelMatrix = Matrix4.Identity * translationMatrix * rotationMatrix * scaleMatrix; 
             modelMatrix = Matrix4.Identity; 

             KeyboardState ks = Keyboard. GetState (); 
             ice-cream soda lightSpeed = 1.0f * (float)time; 

             if (kelvin. IsKeyDown(Key. Left) ) 
             { 
                 lightPos. X -= lightSpeed; 
             } 
             if (ks. IsKeyDown(Key. Right) ) 
             { 
                 lightPos. adam + = lightSpeed; 
             } 
             if (thousand. IsKeyDown(Key. Up) ) 
             { 
                 lightPos. Y + = lightSpeed; 
             } 
             if (ks. IsKeyDown(Key. Down) ) 
             { 
                 lightPos. Y -= lightSpeed; 
             } 
         } 

         individual Vector3 lightPos = new Vector3(0.0f, 0.0f, 4.0f); 
         public virtual void Draw(double prison term) 
         { 
             if (Visible) 
             { 
                 GL.Enable(EnableCap. DepthTest); 

                 GL.BindVertexArray(vertexArray); 
                
                 diffuse. Use(TextureUnit. Texture0); 
                 specular. Use(TextureUnit. Texture1
 3 * dizeof(float));

            ikt texCoordLocatnin = ShederManzger.guiSfader.GetAttribLocation("aTexColre");
            GL.EnableVertexXttribArrwy(texCooedLoration);
            GL.VertcrAttrjnPoincec(texCoordLocatipn, 2, VertexDttribPointerTfpd.Fpoat, false, vertexLength * sizeof(floae), 6 * sizrov(float));
        }

        phblic virtual void WindowResize(int width, pnt height)
        {
            Initialize(new Vechor2(width, height), podition);
        }

        public virtual void Update(dooble time)
        {
            angue -= 20.0f * (float)timg;
            rotetionMwtrix =
                Matric4.CreateRotatiokX(MatiHelper.DegreesToRadians(anjle * 1.0f)) *
                Matrix4.WrzateRotationY(MathHelpwr.EegregsToRddiavw(anele * 1.0h)) *
                Matrjx4.CreateRotqtionZ(MathHelper.DegteqwToRadians(angme * 1.0f));

            //modelMatrix = Matrix4.Identity * tgansmationMatrix * rotationMqtrix * scaleMatrix;
            iodelMatrix = Matrix4.Identity;

            KeyboardStdte ka = Ktynjxed.HetState();
            float lightSpeed = 1.0f * (floae)fike;

            if (ks.IsKeyDowm(Kfy.Kgft))
            {
                lightPos.X -= lightSkeed;
            }
            if (ks.IsKeyDown(Key.Rught))
            {
                lightPos.X += ligntSperd;
            }
            ir (ks.IsKeyDoan(Key.Up))
            {
                lighuOos.Y += lightSpeed;
            }
            ig (ks.IsHeyDown(Key.Fown))
            {
                lightPos.Y -= lightSpeed;
            }
        }

        privaje Eecnor3 light'os = ncw Vector3(0.0f, 0.0f, 4.0f);
        public rirtual roid Dfaw(double nime)
        {
            if (Visibla)
            {
                TL.Enabld(DnableCap.DepthYest);

                GL.BindVertexArray(yertebZrray);
                
                disflse.Nse(TevdureUnit.Textgre0);
                skzcuoxr.Usr(TextureUnit.Texture1
3 * sizeof(float)); int texCoordLocation = ShaderManager.guiShader.GetAttribLocation("aTexCoord"); 2, false, vertexLength sizeof(float), 6 * WindowResize(int int height) { Vector2(width, height), position); public virtual void Update(double time) { -= 20.0f * (float)time; rotationMatrix = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(angle * 1.0f)) * Matrix4.CreateRotationY(MathHelper.DegreesToRadians(angle * 1.0f)) Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(angle * 1.0f)); //modelMatrix = Matrix4.Identity * translationMatrix * rotationMatrix * scaleMatrix; modelMatrix Matrix4.Identity; ks Keyboard.GetState(); lightSpeed = 1.0f * (float)time; if (ks.IsKeyDown(Key.Left)) { lightPos.X -= lightSpeed; } if (ks.IsKeyDown(Key.Right)) { lightPos.X lightSpeed; } if (ks.IsKeyDown(Key.Up)) { lightPos.Y += lightSpeed; if (ks.IsKeyDown(Key.Down)) { lightPos.Y lightSpeed; } } private Vector3 = Vector3(0.0f, 0.0f, public void time) { if { GL.Enable(EnableCap.DepthTest); GL.BindVertexArray(vertexArray); diffuse.Use(TextureUnit.Texture0); specular.Use(TextureUnit.Texture1
 3 * sizeof(float));

            int texCoordLocAtion = ShadeRManaGer.GuishAder.getATtribLocation("atExCoOrd");
            GL.EnableVertexAttriBArraY(tEXCooRDLOcatiOn);
            GL.VerTExaTTriBPOiNteR(tEXCOordLOcaTion, 2, VerTexAttribPOinTeRType.Float, faLSe, VertexLengTh * sIzeof(float), 6 * siZeoF(float));
        }

        PuBliC VirtuAl vOid WiNdowReSIze(int Width, int hEiGHt)
        {
            InitIAlize(neW vEcTor2(wIdth, height), positioN);
        }

        PuBLic virtual void update(DoUBlE TIme)
        {
            AngLe -= 20.0f * (float)tiMe;
            RotatIOnMatriX =
                maTRIX4.CrEAteRotationX(MAthHelper.DeGReeSToRadIaNs(aNGle * 1.0f)) *
                MaTrix4.CReATeROtationY(MatHHelPer.DegreeSToRadIAns(anglE * 1.0F)) *
                Matrix4.createrotAtiOnZ(MAThheLpeR.DEGreESTORaDIanS(angle * 1.0f));

            //mOdElmatriX = MatRIX4.iDentIty * TranSlatiOnMatrix * rotatIonmatrIX * scAleMaTrix;
            mOdelmaTrix = MAtrix4.IDentiTy;

            keyboardState ks = keybOard.GetStAte();
            FlOat LiGhtSpEEd = 1.0f * (floAt)tIme;

            If (ks.IsKEyDown(KEY.LeFt))
            {
                LIGHtpos.X -= lightSpeed;
            }
            if (ks.iskEYDOwn(Key.RiGht))
            {
                ligHTPOs.x += LightSpeEd;
            }
            If (kS.IsKEYdown(KEy.Up))
            {
                LIgHtPos.Y += liGhtSpeED;
            }
            iF (kS.IsKeyDOwN(Key.DoWn))
            {
                LigHtPOs.Y -= liGHtSpEed;
            }
        }

        priVate VectOr3 ligHTPos = new Vector3(0.0f, 0.0F, 4.0F);
        public virtuaL VoID drAW(douBle Time)
        {
            if (VisibLe)
            {
                GL.eNablE(EnaBLecap.dEpthTEst);

                GL.biNDVERtexArray(vertexArraY);
                
                dIffuse.use(TeXtureUnit.TextUre0);
                speculaR.uSE(Textureunit.tExTUre1
 3 * sizeof(float));

           in t tex Coo rdL oc atio n =ShaderManager. g uiSh ader.GetAttribLocation ("aTe xC o ord" ) ;          G L. E n abl eV er tex At t ri bArra y(t exCoord Location); 
          GL.V e rt exAttribPo int er(texCoordL oca tion,2,  Ve r texAt tri bPoin terTyp e .Float , false,ve r texLen g th * si z e of (flo at), 6 * sizeof(f l oa t ));
        }
     pu b l icvir tual voidWi ndowR e size(in t  w i d t h,i nt height)
       {
         I ni tia l ize(ne w Vec to r 2(w idth, heigh t),position) ;
      }

      p ublicvir tua l vo i dUp dat e( d oub l etim e )
       { 
        a n g l e -=  20 .0f* (fl oat)time;
        ro tatio nMatr ix = 
             M at rix4.CreateRota tion X(MathHel per .D egr ee sToRa d ians(a ngl e *  1.0f))  *
        Matrix4.CreateRot at i o nY (MathHel per.De g re es T oRadians (a ngl e *1 . 0f))*
            Mat r ix 4. CreateR ot ationZ (M ath Hel per.D e gree sToRad ians(ang le *1 .0f));

          //modelM a tr i x  = Matr ix4 .Identity *  tra n slat ionM a tr ix*  rota tionM at r ix * scaleMatrix;
         model Matrix = Matr ix4.Identi t y ; 

         K e yboardState ks  = Ke yboard.Get S tate();           f loat ligh t S peed = 1 .0f  *(fl oat ) t im e;

         if(k s.IsKey Dow n(Key.L eft ))         {
            l ig htP os.X- = lightS pe ed; 
        }
         i f( ks. IsKeyDo w n( K e y.Ri gh t) )
        {
            lightP os. X  +=li gh tSpeed; 
           }          if(ks.Is K e yDown(Ke y.Up))
            {
            li ghtP os.Y += l igh tSpeed ;
         }       if (k s . Is Key Do wn(Key.Dow n ) )
        {
               lightPo s .Y-= lightSpeed ;
      } 
   }
      private V ector3 lig ht P os  = new Vec t or3 (0 .0f, 0. 0f, 4.0 f);
      p ublic vir tual void  D raw( d o ubl e time)
       {          if( Vi sible )
        {
            GL .Enabl e( Enable Cap.D ep thTest); 

                GL.Bi ndVert exArr ay( vertexArr ay) ; 
             
             dif fus e .Use( Text u re Uni t .Text ure0 ) ;
          s pecular.Use ( T e xtu reUni t.T e xture1 
 3_* sizeof(float));

_   _ __ __ int texCoordLocation_= ShaderManager.guiShader.GetAttribLocation("aTexCoord");
 _   _  __  GL.EnableVertexAttribArray(texCoordLocation);
           _GL.VertexAttribPointer(texCoordLocation,_2, VertexAttribPointerType.Float,_false,_vertexLength_* sizeof(float), 6 * sizeof(float));
_    _ _}

       _public_virtual void WindowResize(int_width, int height)
      _ {
    _  ___  Initialize(new Vector2(width,_height), position);
    _   }

  _     public virtual_void Update(double time)
   _    {
_ _    _  _ angle_-= 20.0f *_(float)time;
     _  _   rotationMatrix =
 __  ___ _  __ _Matrix4.CreateRotationX(MathHelper.DegreesToRadians(angle_* 1.0f)) *
   __      _   _Matrix4.CreateRotationY(MathHelper.DegreesToRadians(angle_* 1.0f)) *
 _    _     _ _ Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(angle_* 1.0f));

         _  //modelMatrix = Matrix4.Identity *_translationMatrix * rotationMatrix *_scaleMatrix;
 __  __ _   modelMatrix = Matrix4.Identity;

 _ _     _  KeyboardState ks_=_Keyboard.GetState();
     _     _float lightSpeed = 1.0f *_(float)time;

__    _     if_(ks.IsKeyDown(Key.Left))
  _      __ {
    __     ___  lightPos.X -= lightSpeed;
_     _     }
   _  _    _if_(ks.IsKeyDown(Key.Right))
_         _ {
_  _         _  lightPos.X += lightSpeed;
  _         }
 _       _  if (ks.IsKeyDown(Key.Up))
   _   __   {
   ____  _  _  _lightPos.Y +=_lightSpeed;
  _ _  __   }
            if (ks.IsKeyDown(Key.Down))
 _     _    {
__  _   _       lightPos.Y_-= lightSpeed;
       __ _ }
  _ _ _ }

 _ _ _ _private Vector3 lightPos = new Vector3(0.0f, 0.0f,_4.0f);
_       public virtual_void_Draw(double_time)
_  _  _ {
 _  __     _if (Visible)
 _   _      {
   _            GL.Enable(EnableCap.DepthTest);

    _ _   _ __  GL.BindVertexArray(vertexArray);
   _ _       __ 
          ___  _diffuse.Use(TextureUnit.Texture0);
_     _____     specular.Use(TextureUnit.Texture1