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EXAMPLES: Format tweaks
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@@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Hybrid Rendering
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* raylib [shaders] example - hybrid rendering
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*
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* Example complexity rating: [★★★★] 4/4
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*
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@@ -69,7 +69,7 @@ int main(void)
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marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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@@ -84,10 +84,10 @@ int main(void)
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.fovy = 45.0f, // Camera field-of-view Y
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.projection = CAMERA_PERSPECTIVE // Camera projection type
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};
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// Camera FOV is pre-calculated in the camera Distance.
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float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -100,12 +100,12 @@ int main(void)
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// Update Camera Postion in the ray march shader.
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SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
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// Update Camera Looking Vector. Vector length determines FOV.
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Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
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SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture (framebuffer)
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@@ -117,7 +117,7 @@ int main(void)
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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EndShaderMode();
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// Rasterize Scene
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BeginMode3D(camera);
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BeginShaderMode(shdrRaster);
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@@ -130,10 +130,10 @@ int main(void)
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EndMode3D();
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EndTextureMode();
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// Draw into screen our custom render texture
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// Draw into screen our custom render texture
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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DrawFPS(10, 10);
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EndDrawing();
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