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			@ -7,7 +7,7 @@ | 
			
		
		
	
		
			
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			*   Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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			*   Copyright (c) 2020-2022 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			********************************************************************************************/ | 
			
		
		
	
		
			
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			@ -18,8 +18,8 @@ | 
			
		
		
	
		
			
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			#define RLIGHTS_IMPLEMENTATION | 
			
		
		
	
		
			
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			#include "rlights.h" | 
			
		
		
	
		
			
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			#include <stdlib.h> | 
			
		
		
	
		
			
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			#include <math.h> | 
			
		
		
	
		
			
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			#include <stdlib.h>         // Required for: calloc(), free() | 
			
		
		
	
		
			
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			#include <math.h>           // Required for:  | 
			
		
		
	
		
			
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			#if defined(PLATFORM_DESKTOP) | 
			
		
		
	
		
			
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			    #define GLSL_VERSION            330 | 
			
		
		
	
	
		
			
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			@ -27,7 +27,7 @@ | 
			
		
		
	
		
			
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			    #define GLSL_VERSION            100 | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			#define MAX_INSTANCES  10000 | 
			
		
		
	
		
			
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			#define MAX_INSTANCES  8000 | 
			
		
		
	
		
			
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			//------------------------------------------------------------------------------------ | 
			
		
		
	
		
			
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			// Program main entry point | 
			
		
		
	
	
		
			
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			@ -38,18 +38,9 @@ int main(void) | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    const int screenWidth = 800; | 
			
		
		
	
		
			
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			    const int screenHeight = 450; | 
			
		
		
	
		
			
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			    const int fps = 60; | 
			
		
		
	
		
			
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			    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available) | 
			
		
		
	
		
			
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			    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); | 
			
		
		
	
		
			
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			    int speed = 30;                 // Speed of jump animation | 
			
		
		
	
		
			
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			    int groups = 2;                 // Count of separate groups jumping around | 
			
		
		
	
		
			
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			    float amp = 10;                 // Maximum amplitude of jump | 
			
		
		
	
		
			
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			    float variance = 0.8f;          // Global variance in jump height | 
			
		
		
	
		
			
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			    float loop = 0.0f;              // Individual cube's computed loop timer | 
			
		
		
	
		
			
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			    float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops | 
			
		
		
	
		
			
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			    // Define the camera to look into our 3d world | 
			
		
		
	
		
			
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			    Camera camera = { 0 }; | 
			
		
		
	
		
			
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			    camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; | 
			
		
		
	
	
		
			
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			@ -58,113 +49,64 @@ int main(void) | 
			
		
		
	
		
			
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			    camera.fovy = 45.0f; | 
			
		
		
	
		
			
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			    camera.projection = CAMERA_PERSPECTIVE; | 
			
		
		
	
		
			
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			    // Define mesh to be instanced | 
			
		
		
	
		
			
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			    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); | 
			
		
		
	
		
			
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			    Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix));    // Rotation state of instances | 
			
		
		
	
		
			
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			    Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances | 
			
		
		
	
		
			
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			    Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances | 
			
		
		
	
		
			
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			    // Define transforms to be uploaded to GPU for instances | 
			
		
		
	
		
			
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			    Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix));   // Pre-multiplied transformations passed to rlgl | 
			
		
		
	
		
			
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			    // Scatter random cubes around | 
			
		
		
	
		
			
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			    // Translate and rotate cubes randomly | 
			
		
		
	
		
			
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			    for (int i = 0; i < MAX_INSTANCES; i++) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        x = (float)GetRandomValue(-50, 50); | 
			
		
		
	
		
			
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			        y = (float)GetRandomValue(-50, 50); | 
			
		
		
	
		
			
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			        z = (float)GetRandomValue(-50, 50); | 
			
		
		
	
		
			
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			        translations[i] = MatrixTranslate(x, y, z); | 
			
		
		
	
		
			
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			        x = (float)GetRandomValue(0, 360); | 
			
		
		
	
		
			
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			        y = (float)GetRandomValue(0, 360); | 
			
		
		
	
		
			
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			        z = (float)GetRandomValue(0, 360); | 
			
		
		
	
		
			
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			        Vector3 axis = Vector3Normalize((Vector3){ x, y, z }); | 
			
		
		
	
		
			
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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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			        rotationsInc[i] = MatrixRotate(axis, angle); | 
			
		
		
	
		
			
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			        rotations[i] = MatrixIdentity(); | 
			
		
		
	
		
			
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			        Matrix rotation = MatrixRotate(axis, angle); | 
			
		
		
	
		
			
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			        transforms[i] = MatrixMultiply(rotation, translation); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix));   // Pre-multiplied transformations passed to rlgl | 
			
		
		
	
		
			
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			    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), | 
			
		
		
	
		
			
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			    // Load lighting shader | 
			
		
		
	
		
			
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			    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting_instancing.vs", GLSL_VERSION), | 
			
		
		
	
		
			
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			                               TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); | 
			
		
		
	
		
			
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			    // Get some shader loactions | 
			
		
		
	
		
			
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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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			    // Ambient light level | 
			
		
		
	
		
			
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			    // Set shader value: 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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			    // Create one light | 
			
		
		
	
		
			
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			    CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader); | 
			
		
		
	
		
			
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			    // NOTE: We are assigning the intancing shader to material.shader | 
			
		
		
	
		
			
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			    // to be used on mesh drawing with DrawMeshInstanced() | 
			
		
		
	
		
			
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			    Material material = LoadMaterialDefault(); | 
			
		
		
	
		
			
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			    material.shader = shader; | 
			
		
		
	
		
			
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			    material.maps[MATERIAL_MAP_DIFFUSE].color = RED; | 
			
		
		
	
		
			
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			    Material matInstances = LoadMaterialDefault(); | 
			
		
		
	
		
			
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			    matInstances.shader = shader; | 
			
		
		
	
		
			
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			    matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED; | 
			
		
		
	
		
			
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			    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode | 
			
		
		
	
		
			
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			    // Create a defult material with default internal shader for non-instanced mesh drawing | 
			
		
		
	
		
			
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			    Material matDefault = LoadMaterialDefault(); | 
			
		
		
	
		
			
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			    matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE; | 
			
		
		
	
		
			
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			    int textPositionY = 300; | 
			
		
		
	
		
			
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			    kt">int framesCounter = 0;                  // Simple frames counter to manage animation | 
			
		
		
	
		
			
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			    o">// Set an orbital camera mode | 
			
		
		
	
		
			
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			    n">SetCameraMode(camera, CAMERA_ORBITAL);   | 
			
		
		
	
		
			
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			    SetTargetFPS(n">fps);                      // Set our game to run at 60 frames-per-second | 
			
		
		
	
		
			
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			    SetTargetFPS(mi">60);                      // Set our game to run at 60 frames-per-second | 
			
		
		
	
		
			
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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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			        // Update | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        textPositionY = 300; | 
			
		
		
	
		
			
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			        framesCounter++; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_UP)) amp += 0.5f; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f); | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_LEFT))  variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f); | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f); | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_ONE)) groups = 1; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_TWO)) groups = 2; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_THREE)) groups = 3; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_FOUR)) groups = 4; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_FIVE)) groups = 5; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_SIX)) groups = 6; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_SEVEN)) groups = 7; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_EIGHT)) groups = 8; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_NINE)) groups = 9; | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1); | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1); | 
			
		
		
	
		
			
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			        UpdateCamera(&camera); | 
			
		
		
	
		
			
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			        // Update the light shader with the camera view position | 
			
		
		
	
		
			
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			        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; | 
			
		
		
	
		
			
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			        SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); | 
			
		
		
	
		
			
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			        // Apply per-instance transformations | 
			
		
		
	
		
			
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			        for (int i = 0; i < MAX_INSTANCES; i++) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); | 
			
		
		
	
		
			
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			            transforms[i] = MatrixMultiply(rotations[i], translations[i]); | 
			
		
		
	
		
			
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			            // Get the animation cycle's framesCounter for this instance | 
			
		
		
	
		
			
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			            loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed; | 
			
		
		
	
		
			
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			            // Calculate the y according to loop cycle | 
			
		
		
	
		
			
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			            y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10))); | 
			
		
		
	
		
			
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			            // Clamp to floor | 
			
		
		
	
		
			
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			            y = (y < 0)? 0.0f : y; | 
			
		
		
	
		
			
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			            transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        UpdateCamera(&camera); | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        // Draw | 
			
		
		
	
	
		
			
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			@ -174,40 +116,19 @@ int main(void) | 
			
		
		
	
		
			
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			            ClearBackground(RAYWHITE); | 
			
		
		
	
		
			
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			            BeginMode3D(camera); | 
			
		
		
	
		
			
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			                //DrawMesh(cube, material, MatrixIdentity()); | 
			
		
		
	
		
			
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			                DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES); | 
			
		
		
	
		
			
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			            EndMode3D(); | 
			
		
		
	
		
			
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			            DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); | 
			
		
		
	
		
			
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			            DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); | 
			
		
		
	
		
			
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			            DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": Number of groups", 50, textPositionY , 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK); | 
			
		
		
	
		
			
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			                // Draw cube mesh with default material (BLUE) | 
			
		
		
	
		
			
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			                DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f)); | 
			
		
		
	
		
			
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			            DrawText("UP", 10, textPositionY += 15, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); | 
			
		
		
	
		
			
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			                // Draw meshes instanced using material containing instancing shader (RED + lighting), | 
			
		
		
	
		
			
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			                // transforms[] for the instances should be provided, they are dynamically | 
			
		
		
	
		
			
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			                // updated in GPU every frame, so we can animate the different mesh instances | 
			
		
		
	
		
			
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			                DrawMeshInstanced(cube, matInstances, transforms, MAX_INSTANCES); | 
			
		
		
	
		
			
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			            DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); | 
			
		
		
	
		
			
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			                // Draw cube mesh with default material (BLUE) | 
			
		
		
	
		
			
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			                DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f)); | 
			
		
		
	
		
			
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			            DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": decrease variance", 50, textPositionY, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": increase variance", 50, textPositionY, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText("+/=", 10, textPositionY += 15, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": increase speed", 50, textPositionY, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText("-", 10, textPositionY += 15, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": decrease speed", 50, textPositionY, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText("W", 10, textPositionY += 15, 10, BLACK); | 
			
		
		
	
		
			
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			            DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); | 
			
		
		
	
		
			
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			            EndMode3D(); | 
			
		
		
	
		
			
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			            DrawFPS(10, 10); | 
			
		
		
	
		
			
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				| 
				
				
				
					
						
					
				
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			@ -217,13 +138,9 @@ int main(void) | 
			
		
		
	
		
			
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			    // De-Initialization | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    // Free allocated matrices | 
			
		
		
	
		
			
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			    RL_FREE(rotations); | 
			
		
		
	
		
			
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			    RL_FREE(rotationsInc); | 
			
		
		
	
		
			
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			    RL_FREE(translations); | 
			
		
		
	
		
			
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			    RL_FREE(transforms); | 
			
		
		
	
		
			
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			    RL_FREE(transforms);    // Free transforms | 
			
		
		
	
		
			
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			    CloseWindow();        // Close window and OpenGL context | 
			
		
		
	
		
			
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			    CloseWindow();          // Close window and OpenGL context | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    return 0; | 
			
		
		
	
	
		
			
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