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REVIEWED: Formatting to follow raylib conventions
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@@ -254,9 +254,9 @@ int main(void)
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{
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Color lightColor = (Color){
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(unsigned char)(lights[i].color[0]*255),
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(unsigned char)(lights[i].color[1] * 255),
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(unsigned char)(lights[i].color[2] * 255),
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(unsigned char)(lights[i].color[3] * 255) };
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(unsigned char)(lights[i].color[1]*255),
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(unsigned char)(lights[i].color[2]*255),
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(unsigned char)(lights[i].color[3]*255) };
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
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@@ -138,7 +138,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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for (int i = 0; i < MAX_TEXTURES; ++i) UnloadTexture(texture[i]);
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for (int i = 0; i < MAX_TEXTURES; i++) UnloadTexture(texture[i]);
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UnloadShader(shdrColorCorrection);
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CloseWindow(); // Close window and OpenGL context
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@@ -138,7 +138,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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