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Update shaders_deferred_render.c
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@@ -31,6 +31,8 @@
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#include <stdlib.h> // Required for: NULL
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#include <stdlib.h> // Required for: NULL
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#define MAX_CUBES 30
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typedef struct GBuffer {
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typedef struct GBuffer {
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unsigned int framebuffer;
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unsigned int framebuffer;
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@@ -144,10 +146,9 @@ int main(void)
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, deferredShader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, deferredShader);
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const int MAX_CUBES = 30;
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const float CUBE_SCALE = 0.25;
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const float CUBE_SCALE = 0.25;
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Vector3 cubePositions[MAX_CUBES];
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Vector3 cubePositions[MAX_CUBES] = { 0 };
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float cubeRotations[MAX_CUBES];
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float cubeRotations[MAX_CUBES] = { 0 };
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for (int i = 0; i < MAX_CUBES; i++)
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for (int i = 0; i < MAX_CUBES; i++)
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{
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{
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@@ -156,6 +157,7 @@ int main(void)
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.y = (float)(rand()%5),
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.y = (float)(rand()%5),
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.z = (float)(rand()%10) - 5,
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.z = (float)(rand()%10) - 5,
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};
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};
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cubeRotations[i] = (float)(rand()%360);
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cubeRotations[i] = (float)(rand()%360);
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}
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}
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