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			231 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - rounded rectangle
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*
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*   Example complexity rating: [★★★☆] 3/4
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*
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*   Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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*   Example contributed by Anstro Pleuton (@anstropleuton) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2025 Anstro Pleuton (@anstropleuton)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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    #define GLSL_VERSION            330
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#else   // PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Rounded rectangle data
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typedef struct {
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    Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
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    // Shadow variables
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    float shadowRadius;
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    Vector2 shadowOffset;
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    float shadowScale;
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    // Border variables
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    float borderThickness; // Inner-border thickness
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    // Shader locations
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    int rectangleLoc;
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    int radiusLoc;
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    int colorLoc;
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    int shadowRadiusLoc;
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    int shadowOffsetLoc;
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    int shadowScaleLoc;
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    int shadowColorLoc;
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    int borderThicknessLoc;
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    int borderColorLoc;
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} RoundedRectangle;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Create a rounded rectangle and set uniform locations
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static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
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// Update rounded rectangle uniforms
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static void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rounded rectangle");
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    // Load the shader
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    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
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                               TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION));
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    // Create a rounded rectangle
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    RoundedRectangle roundedRectangle = CreateRoundedRectangle(
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        (Vector4){ 5.0f, 10.0f, 15.0f, 20.0f },     // Corner radius
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        20.0f,                                      // Shadow radius
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        (Vector2){ 0.0f, -5.0f },                   // Shadow offset
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        0.95f,                                      // Shadow scale
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        5.0f,                                       // Border thickness
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        shader                                      // Shader
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    );
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    // Update shader uniforms
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    UpdateRoundedRectangle(roundedRectangle, shader);
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    const Color rectangleColor = BLUE;
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    const Color shadowColor = DARKBLUE;
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    const Color borderColor = SKYBLUE;
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    SetTargetFPS(60);
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())    // Detect window close button or ESC key
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    {
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            // Draw rectangle box with rounded corners using shader
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            Rectangle rec = { 50, 70, 110, 60 };
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            DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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            DrawText("Rounded rectangle", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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            // Flip Y axis to match shader coordinate system
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            rec.y = screenHeight - rec.y - rec.height;
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            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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            // Only rectangle color
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            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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            BeginShaderMode(shader);
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                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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            EndShaderMode();
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            // Draw rectangle shadow using shader
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            rec = (Rectangle){ 50, 200, 110, 60 };
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            DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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            DrawText("Rounded rectangle shadow", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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            rec.y = screenHeight - rec.y - rec.height;
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            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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            // Only shadow color
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            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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            BeginShaderMode(shader);
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                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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            EndShaderMode();
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            // Draw rectangle's border using shader
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            rec = (Rectangle){ 50, 330, 110, 60 };
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            DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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            DrawText("Rounded rectangle border", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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            rec.y = screenHeight - rec.y - rec.height;
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            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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            // Only border color
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            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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            BeginShaderMode(shader);
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                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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            EndShaderMode();
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            // Draw one more rectangle with all three colors
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            rec = (Rectangle){ 240, 80, 500, 300 };
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            DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
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            DrawText("Rectangle with all three combined", (int)rec.x - 30, (int)rec.y - 45, 10, DARKGRAY);
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            rec.y = screenHeight - rec.y - rec.height;
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            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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            // All three colors
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            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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            BeginShaderMode(shader);
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                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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            EndShaderMode();
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            DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadShader(shader); // Unload shader
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    CloseWindow();        // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definitions
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//------------------------------------------------------------------------------------
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// Create a rounded rectangle and set uniform locations
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RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader)
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{
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    RoundedRectangle rec;
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    rec.cornerRadius = cornerRadius;
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    rec.shadowRadius = shadowRadius;
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    rec.shadowOffset = shadowOffset;
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    rec.shadowScale = shadowScale;
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    rec.borderThickness = borderThickness;
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    // Get shader uniform locations
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    rec.rectangleLoc = GetShaderLocation(shader, "rectangle");
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    rec.radiusLoc = GetShaderLocation(shader, "radius");
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    rec.colorLoc = GetShaderLocation(shader, "color");
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    rec.shadowRadiusLoc = GetShaderLocation(shader, "shadowRadius");
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    rec.shadowOffsetLoc = GetShaderLocation(shader, "shadowOffset");
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    rec.shadowScaleLoc = GetShaderLocation(shader, "shadowScale");
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    rec.shadowColorLoc = GetShaderLocation(shader, "shadowColor");
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    rec.borderThicknessLoc = GetShaderLocation(shader, "borderThickness");
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    rec.borderColorLoc = GetShaderLocation(shader, "borderColor");
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    UpdateRoundedRectangle(rec, shader);
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    return rec;
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}
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// Update rounded rectangle uniforms
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void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader)
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{
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    SetShaderValue(shader, rec.radiusLoc, (float[]){ rec.cornerRadius.x, rec.cornerRadius.y, rec.cornerRadius.z, rec.cornerRadius.w }, SHADER_UNIFORM_VEC4);
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    SetShaderValue(shader, rec.shadowRadiusLoc, &rec.shadowRadius, SHADER_UNIFORM_FLOAT);
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    SetShaderValue(shader, rec.shadowOffsetLoc, (float[]){ rec.shadowOffset.x, rec.shadowOffset.y }, SHADER_UNIFORM_VEC2);
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    SetShaderValue(shader, rec.shadowScaleLoc, &rec.shadowScale, SHADER_UNIFORM_FLOAT);
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    SetShaderValue(shader, rec.borderThicknessLoc, &rec.borderThickness, SHADER_UNIFORM_FLOAT);
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}
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