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Reviewed some examples to work on RPI
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@@ -18,6 +18,12 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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@@ -39,8 +45,10 @@ int main()
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Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"); // Load model shader
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// Load shader for model
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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model.material.shader = shader; // Set shader effect to 3d model
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model.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
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