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																@ -0,0 +1,213 @@ | 
															
														
														
													
														
															
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																/******************************************************************************************* | 
															
														
														
													
														
															
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																* | 
															
														
														
													
														
															
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																*   raylib [shaders] example - Render julia sets using a shader. | 
															
														
														
													
														
															
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																* | 
															
														
														
													
														
															
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																*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, | 
															
														
														
													
														
															
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																*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. | 
															
														
														
													
														
															
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																* | 
															
														
														
													
														
															
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																*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). | 
															
														
														
													
														
															
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																*   This example has been created using raylib 2.5 (www.raylib.com) | 
															
														
														
													
														
															
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																*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
															
														
														
													
														
															
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																*   Author: eggmund (https://github.com/eggmund) | 
															
														
														
													
														
															
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																* | 
															
														
														
													
														
															
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																********************************************************************************************/ | 
															
														
														
													
														
															
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																#include "raylib.h" | 
															
														
														
													
														
															
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																#include <string.h> // For memcpy | 
															
														
														
													
														
															
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																// Speed when using auto | 
															
														
														
													
														
															
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																const float AUTO_SPEED = 0.0005; | 
															
														
														
													
														
															
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																// A few good julia sets | 
															
														
														
													
														
															
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																const float POINTS_OF_INTEREST[6][2] = | 
															
														
														
													
														
															
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																{  | 
															
														
														
													
														
															
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																    {-0.348827, 0.607167}, | 
															
														
														
													
														
															
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																    {-0.786268, 0.169728}, | 
															
														
														
													
														
															
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																    {-0.8, 0.156}, | 
															
														
														
													
														
															
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																    {0.285, 0.0}, | 
															
														
														
													
														
															
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																    {-0.835, -0.2321}, | 
															
														
														
													
														
															
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																    {-0.70176, -0.3842}, | 
															
														
														
													
														
															
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																}; | 
															
														
														
													
														
															
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																int main() | 
															
														
														
													
														
															
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																{ | 
															
														
														
													
														
															
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																    // Initialization | 
															
														
														
													
														
															
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																    //-------------------------------------------------------------------------------------- | 
															
														
														
													
														
															
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																    int screenWidth = 1280; | 
															
														
														
													
														
															
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																    int screenHeight = 720; | 
															
														
														
													
														
															
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																    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set renderer"); | 
															
														
														
													
														
															
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																    // If julia set is rendered for this frame. | 
															
														
														
													
														
															
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																    bool rendered = false; | 
															
														
														
													
														
															
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																    bool showControls = true; | 
															
														
														
													
														
															
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																    // Multiplier of speed to change c value. Set to 3 to start off with. | 
															
														
														
													
														
															
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																    int incrementSpeed = 3; | 
															
														
														
													
														
															
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																    // Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller) | 
															
														
														
													
														
															
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																    float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 };  | 
															
														
														
													
														
															
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																    float zoom = 1.6; | 
															
														
														
													
														
															
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																    // c constant to use in z^2 + c | 
															
														
														
													
														
															
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																    float c[2]; | 
															
														
														
													
														
															
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																    // Copy a point of interest into the c variable. 4 bytes per float (32 bits). | 
															
														
														
													
														
															
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																    memcpy(c, &POINTS_OF_INTEREST[0], 8); | 
															
														
														
													
														
															
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																    // Load julia set shader | 
															
														
														
													
														
															
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																    // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader | 
															
														
														
													
														
															
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																    Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs"); | 
															
														
														
													
														
															
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																    // Get variable (uniform) location on the shader to connect with the program | 
															
														
														
													
														
															
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																    // NOTE: If uniform variable could not be found in the shader, function returns -1 | 
															
														
														
													
														
															
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																    // The location of c will be stored since we will need to change this whenever c changes | 
															
														
														
													
														
															
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																    int cLoc = GetShaderLocation(shader, "c"); | 
															
														
														
													
														
															
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																    // Tell the shader what the screen dimensions, zoom, offset and c are | 
															
														
														
													
														
															
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																    float screenDims[2] = { (float)screenWidth, (float)screenHeight }; | 
															
														
														
													
														
															
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																    SetShaderValue(shader, GetShaderLocation(shader, "screenDims"), screenDims, UNIFORM_VEC2); | 
															
														
														
													
														
															
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																    SetShaderValue(shader, GetShaderLocation(shader, "zoom"), &zoom, UNIFORM_FLOAT); | 
															
														
														
													
														
															
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																    SetShaderValue(shader, GetShaderLocation(shader, "offset"), offset, UNIFORM_VEC2); | 
															
														
														
													
														
															
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																    SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); | 
															
														
														
													
														
															
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																    // Create a RenderTexture2D to be used for render to texture | 
															
														
														
													
														
															
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																    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | 
															
														
														
													
														
															
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																    SetTargetFPS(60);                       // Set the window 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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																        // Get input | 
															
														
														
													
														
															
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																        //---------------------------------------------------------------------------------- | 
															
														
														
													
														
															
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																        // Press 1 - 6 to reset c to a point of interest. | 
															
														
														
													
														
															
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																        if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE) || IsKeyPressed(KEY_FOUR) || IsKeyPressed(KEY_FIVE) || IsKeyPressed(KEY_SIX)) | 
															
														
														
													
														
															
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																        { | 
															
														
														
													
														
															
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																            if (IsKeyPressed(KEY_ONE)) | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                memcpy(c, &POINTS_OF_INTEREST[0], 8); | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            else if (IsKeyPressed(KEY_TWO)) | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                memcpy(c, &POINTS_OF_INTEREST[1], 8); | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            else if (IsKeyPressed(KEY_THREE)) | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                memcpy(c, &POINTS_OF_INTEREST[2], 8); | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            else if (IsKeyPressed(KEY_FOUR)) | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                memcpy(c, &POINTS_OF_INTEREST[3], 8); | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            else if (IsKeyPressed(KEY_FIVE)) | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                memcpy(c, &POINTS_OF_INTEREST[4], 8); | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            else if (IsKeyPressed(KEY_SIX)) | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                memcpy(c, &POINTS_OF_INTEREST[5], 8); | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); | 
															
														
														
													
														
															
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																            rendered = false;  // c value has changed, so render the set again. | 
															
														
														
													
														
															
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																        } | 
															
														
														
													
														
															
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																        // Press "r" to stop changing c | 
															
														
														
													
														
															
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																        if (IsKeyPressed(KEY_R)) | 
															
														
														
													
														
															
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																        { | 
															
														
														
													
														
															
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																            incrementSpeed = 0; | 
															
														
														
													
														
															
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																        } | 
															
														
														
													
														
															
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																        // Toggle whether or not to show controls | 
															
														
														
													
														
															
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																        if (IsKeyPressed(KEY_H)) | 
															
														
														
													
														
															
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																        { | 
															
														
														
													
														
															
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																            showControls = !showControls; | 
															
														
														
													
														
															
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																        } | 
															
														
														
													
														
															
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																        // Scroll to change c increment speed. | 
															
														
														
													
														
															
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																        int mouseMv = GetMouseWheelMove();  // Get the amount the mouse has moved this frame | 
															
														
														
													
														
															
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																        if (mouseMv != 0) | 
															
														
														
													
														
															
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																        { | 
															
														
														
													
														
															
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																            if (IsKeyDown(KEY_LEFT_SHIFT)) | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                incrementSpeed += mouseMv * 10; | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            else | 
															
														
														
													
														
															
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																            { | 
															
														
														
													
														
															
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																                incrementSpeed += mouseMv; | 
															
														
														
													
														
															
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																            } | 
															
														
														
													
														
															
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																            rendered = false; | 
															
														
														
													
														
															
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																        } | 
															
														
														
													
														
															
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 | 
															
														
														
													
														
															
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																        if (incrementSpeed != 0) | 
															
														
														
													
														
															
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																 | 
																        { | 
															
														
														
													
														
															
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																 | 
																            float amount = GetFrameTime() * incrementSpeed * AUTO_SPEED; | 
															
														
														
													
														
															
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																            c[0] += amount; | 
															
														
														
													
														
															
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																            c[1] += amount; | 
															
														
														
													
														
															
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 | 
															
														
														
													
														
															
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																            // Update the c value in the shader. | 
															
														
														
													
														
															
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																 | 
																            SetShaderValue(shader, cLoc, c, UNIFORM_VEC2); | 
															
														
														
													
														
															
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																            rendered = false; | 
															
														
														
													
														
															
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																 | 
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																 | 
																        } | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																         | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																        //---------------------------------------------------------------------------------- | 
															
														
														
													
														
															
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 | 
															
														
														
													
														
															
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																 | 
																        // Draw | 
															
														
														
													
														
															
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																 | 
																        //---------------------------------------------------------------------------------- | 
															
														
														
													
														
															
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																 | 
																        BeginDrawing(); | 
															
														
														
													
														
															
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 | 
															
														
														
													
														
															
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																 | 
																            ClearBackground(BLACK);  // Clear the screen of the previous frame. | 
															
														
														
													
														
															
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																 | 
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																             | 
															
														
														
													
														
															
																 | 
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																 | 
																            // If the c value has changed, redraw the julia set using the shader, onto the render texture. | 
															
														
														
													
														
															
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																 | 
																 | 
																            if (!rendered) | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            { | 
															
														
														
													
														
															
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																 | 
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																 | 
																                BeginTextureMode(target);   // Enable drawing to texture | 
															
														
														
													
														
															
																 | 
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																 | 
																
 | 
															
														
														
													
														
															
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																 | 
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																 | 
																                    ClearBackground(BLACK); // Clear the last frame drawn on the texture. | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                    // Draw a rectangle in shader mode. This acts as a canvas for the shader to draw on. | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                    BeginShaderMode(shader); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                        DrawRectangle(0, 0, screenWidth, screenHeight, BLACK); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                    EndShaderMode(); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                EndTextureMode(); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                rendered = true; // The set is now rendered, so do not compute it again until it next changes. | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            } | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            // Draw the saved texture (rendered julia set). | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, target.texture.height }, (Vector2){ 0, 0 }, WHITE); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																             | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            // Print information. | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 20, RAYWHITE ); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            if (showControls) | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            { | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                DrawText("Press keys 1 - 6 to change point of interest.", 10, screenHeight - 88, 20, RAYWHITE); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                DrawText("Use the scroll wheel to auto increment the c value. Hold shift while scrolling to increase speed by 10.", 10, screenHeight - 66, 20, RAYWHITE); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                DrawText("Press 'r' to reset speed.", 10, screenHeight - 44, 20, RAYWHITE); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																                DrawText("Press 'h' to hide these controls.", 10, screenHeight - 22, 20, RAYWHITE); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																            } | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																        EndDrawing(); | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																        //---------------------------------------------------------------------------------- | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    } | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    // De-Initialization | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    //-------------------------------------------------------------------------------------- | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    UnloadShader(shader);           // Unload shader | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    UnloadRenderTexture(target);    // Unload render texture | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    CloseWindow();                  // Close window and OpenGL context | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    //-------------------------------------------------------------------------------------- | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																
 | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																    return 0; | 
															
														
														
													
														
															
																 | 
																 | 
																 | 
																 | 
																 | 
																} |