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@@ -61,7 +61,7 @@ int main(void)
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{
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Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50));
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Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
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float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
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float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
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Matrix rotation = MatrixRotate(axis, angle);
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transforms[i] = MatrixMultiply(rotation, translation);
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@@ -73,7 +73,6 @@ int main(void)
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// Get shader locations
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shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
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// Set shader value: ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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