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WARNING: Redesigned SetShaderValue()
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@@ -48,7 +48,7 @@ int main()
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float resolution[2] = { screenWidth, screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, 2);
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SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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float runTime = 0.0f;
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@@ -70,11 +70,11 @@ int main()
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runTime += deltaTime;
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// Set shader required uniform values
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SetShaderValue(shader, viewEyeLoc, cameraPos, 3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, 3);
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SetShaderValue(shader, viewUpLoc, cameraUp, 3);
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SetShaderValue(shader, deltaTimeLoc, &deltaTime, 1);
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SetShaderValue(shader, runTimeLoc, &runTime, 1);
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SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
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SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
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SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3);
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SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT);
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SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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