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Remove trail spaces
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@@ -49,7 +49,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
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// Define the camera to look into our 3d world
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Camera camera = {
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Camera camera = {
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(Vector3){ 2.0f, 2.0f, 6.0f }, // position
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(Vector3){ 0.0f, 0.5f, 0.0f }, // target
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(Vector3){ 0.0f, 1.0f, 0.0f }, // up
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@@ -67,7 +67,7 @@ int main(void)
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modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Load shader and set up some uniforms
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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@@ -75,7 +75,7 @@ int main(void)
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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float fogDensity = 0.15f;
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int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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@@ -100,18 +100,18 @@ int main(void)
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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if (IsKeyDown(KEY_UP))
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if (IsKeyDown(KEY_UP))
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{
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fogDensity += 0.001;
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if (fogDensity > 1.0) fogDensity = 1.0;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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fogDensity -= 0.001;
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if (fogDensity < 0.0) fogDensity = 0.0;
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}
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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// Rotate the torus
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