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Review ALL examples
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@@ -24,13 +24,13 @@
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#define GLSL_VERSION 100
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#endif
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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@@ -48,20 +48,20 @@ int main()
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model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load postprocessing shader
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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/swirl.fs", GLSL_VERSION));
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int swirlCenterLoc = GetShaderLocation(shader, "center");
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Setup orbital camera
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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@@ -80,7 +80,7 @@ int main()
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
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UpdateCamera(&camera); // Update camera
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//----------------------------------------------------------------------------------
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@@ -89,9 +89,9 @@ int main()
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(RAYWHITE); // Clear texture background
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BeginMode3D(camera); // Begin 3d mode drawing
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@@ -101,21 +101,21 @@ int main()
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Draw some 2d text over drawn texture
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DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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