GLSL shader texture , what is wrong with my code

What is wrong on my code ?
Any ideea ?

import sys
from ctypes import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL import platform
gl = platform.OpenGL
GL_FRAGMENT_SHADER_ARB = 0x8B30
GL_VERTEX_SHADER_ARB = 0x8B31
GL_OBJECT_COMPILE_STATUS_ARB= 0x8B81
GL_OBJECT_LINK_STATUS_ARB = 0x8B82
GL_INFO_LOG_LENGTH_ARB = 0x8B84
import Image
import pygame
from pygame.locals import *
glCreateShaderObjectARB = gl.glCreateShaderObjectARB
glShaderSourceARB = gl.glShaderSourceARB
glShaderSourceARB.argtypes = [c_int, c_int, POINTER(c_char_p), POINTER(c_int)]
glCompileShaderARB = gl.glCompileShaderARB
glGetObjectParameterivARB = gl.glGetObjectParameterivARB
glGetObjectParameterivARB.argtypes = [c_int, c_int, POINTER(c_int)]
glCreateProgramObjectARB = gl.glCreateProgramObjectARB
glGetInfoLogARB = gl.glGetShaderInfoLog
glGetInfoLogARB.argtypes = [c_int, c_int, POINTER(c_int), c_char_p]
glAttachObjectARB = gl.glAttachObjectARB
glLinkProgramARB = gl.glLinkProgramARB
glDeleteObjectARB = gl.glDeleteObjectARB
glGetError = gl.glGetError
glUseProgramObjectARB = gl.glUseProgramObjectARB

def loadTexture ( fileName ):
    image  = Image.open ( fileName )
    width  = image.size [0]
    height = image.size [1]
    image  = image.tostring ( "raw", "RGBX", 0, -1 )
    texture = glGenTextures ( 1 )
    glBindTexture     ( GL_TEXTURE_2D, texture )   # 2d texture (x and y size)
    glPixelStorei     ( GL_UNPACK_ALIGNMENT,1 )
    glTexParameterf   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT )
    glTexParameterf   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT )
    glTexParameteri   ( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR )
    glTexParameteri   ( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR )
    gluBuild2DMipmaps ( GL_TEXTURE_2D, 3, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image )
    return texture
         
def compile_shader(source, shader_type):
    shader = glCreateShaderObjectARB(shader_type)
    source = c_char_p(source)
    length = c_int(-1)
    glShaderSourceARB(shader, 1, byref(source), byref(length))
    glCompileShaderARB(shader)
    status = c_int()
    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB,
        byref(status))
    if (not status.value):
        raise SystemExit
    return shader
 
def compile_program(vertex_source, fragment_source):
    vertex_shader = None
    fragment_shader = None
    program = glCreateProgramObjectARB()
 
    if vertex_source:
        vertex_shader = compile_shader(vertex_source, GL_VERTEX_SHADER_ARB)
        glAttachObjectARB(program, vertex_shader)
    if fragment_source:
        fragment_shader = compile_shader(fragment_source,
            GL_FRAGMENT_SHADER_ARB)
        glAttachObjectARB(program, fragment_shader)
    glLinkProgramARB(program)
 
    if vertex_shader:
        glDeleteObjectARB(vertex_shader)
    if fragment_shader:
        glDeleteObjectARB(fragment_shader)
 
    return program
    
if __name__ == '__main__':
	glutInit(sys.argv)
	width, height = 600, 400
	pygame.init()
	pygame.display.set_mode((width, height), OPENGL | DOUBLEBUF)
	texel = loadTexture ("111.jpg")
	glBindTexture   ( GL_TEXTURE_2D, texel )
	glEnable  ( GL_TEXTURE_2D )
	prog = compile_program('''
    const float PI = 3.14159265;
    varying vec3 normal;
    void main() {
        normal = gl_NormalMatrix * gl_Normal;
        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
        gl_FrontColor = gl_Color;
    }
     ''', '''
    varying vec3 normal;
    void main() {
        float intensity;
        vec4 color,texel;;
        vec3 n = normalize(normal);
        vec3 l = normalize(gl_LightSource[0].position).xyz;
		texel = texture2D(texUnit0, gl_TexCoord[0].xy);
		color *= texel;
        gl_FragColor = color;
        }
    ''')	
	glMatrixMode(GL_PROJECTION)
	glLoadIdentity()
	gluPerspective(90.0, width/float(height), 1.0, 100.0)
	glMatrixMode(GL_MODELVIEW)
	glEnable(GL_DEPTH_TEST)
	quit = False
	while not quit:
		for e in pygame.event.get():
			if e.type in (QUIT, KEYDOWN):
				quit = True
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
		glLoadIdentity()
		glTranslate(0.0, 0.0, -2.5)
		glUseProgramObjectARB(prog)
		glutSolidTeapot(1.0)
		pygame.display.flip()

Maybe I should say I am beginner and I got to this impasse. I need a specialist opinion. I can not find the appropriate method of repair but this script is a test script I use to learn more.
The script is python with pyopengl module.
Respectfully

You might want to tell us what you don’t like about it.

Personally, one thing that’s wrong is that it has no comments :wink:

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