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	Adapt to new materials system
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		@@ -35,7 +35,7 @@ int main()
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    Model tower = LoadModel("resources/tower.obj");             // Load OBJ model
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					    Model tower = LoadModel("resources/tower.obj");             // Load OBJ model
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    Texture2D texture = LoadTexture("resources/tower.png");     // Load model texture
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					    Texture2D texture = LoadTexture("resources/tower.png");     // Load model texture
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    tower.material.texDiffuse = texture;                        // Set model diffuse texture
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					    tower.material.maps[MAP_DIFFUSE].texture = texture;         // Set model diffuse texture
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    Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
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					    Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                    // Set model position
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    BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);    
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					    BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);    
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@@ -25,7 +25,7 @@ int main()
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    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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					    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
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					    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
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    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
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					    dwarf.material.maps[MAP_DIFFUSE].texture = texture;                     // Set map diffuse texture
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    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
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					    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
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    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
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					    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
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@@ -35,7 +35,7 @@ int main()
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    // Load cubemap shader and setup required shader locations
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					    // Load cubemap shader and setup required shader locations
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    Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
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					    Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
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    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "environmentMap"), (int[1]){ 0 }, 1);
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					    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
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    Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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					    Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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    skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
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					    skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
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@@ -34,7 +34,7 @@ int main()
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    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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					    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
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					    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
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    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
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					    dwarf.material.maps[MAP_DIFFUSE].texture = texture;                     // Set dwarf model diffuse texture
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    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
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					    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
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@@ -37,8 +37,8 @@ int main()
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    Shader shader = LoadShader("resources/shaders/glsl330/base.vs", 
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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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					                               "resources/shaders/glsl330/grayscale.fs");   // Load model shader
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    dwarf.material.shader = shader;             // Set shader effect to 3d model
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					    dwarf.material.shader = shader;                     // Set shader effect to 3d model
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    dwarf.material.maps[TEXMAP_DIFFUSE].tex = texture;        // Bind texture to model
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					    dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
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    Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
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					    Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
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@@ -76,7 +76,7 @@ int main()
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    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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					    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
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					    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
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    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
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					    dwarf.material.maps[MAP_DIFFUSE].texture = texture;          // Set dwarf model diffuse texture
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    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
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					    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
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