+ */
+ glRotatef(-cam_theta, 0, 1, 0);
+ glRotatef(-cam_phi, 1, 0, 0);
+ glTranslatef(0, 0, cam_dist);
+
+ glUseProgram(sdr);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(-1, -1);
+ glTexCoord2f(1, 0);
+ glVertex2f(1, -1);
+ glTexCoord2f(1, 1);
+ glVertex2f(1, 1);
+ glTexCoord2f(0, 1);
+ glVertex2f(-1, 1);
+ glEnd();