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			@ -38,16 +38,16 @@ int main() | 
			
		
		
	
		
			
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			    // Load model and PBR material | 
			
		
		
	
		
			
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			    Model model = LoadModel("resources/pbr/trooper.obj"); | 
			
		
		
	
		
			
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			    MeshTangents(&model.mesh); | 
			
		
		
	
		
			
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			    model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); | 
			
		
		
	
		
			
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			    MeshTangents(&model.meshes[0]); | 
			
		
		
	
		
			
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			    model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); | 
			
		
		
	
		
			
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			    // Define lights attributes | 
			
		
		
	
		
			
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			    // NOTE: Shader is passed to every light on creation to define shader bindings internally | 
			
		
		
	
		
			
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			    Light lights[MAX_LIGHTS] = {  | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader), | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader), | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader), | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader)  | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader), | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader), | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader), | 
			
		
		
	
		
			
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			        CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader)  | 
			
		
		
	
		
			
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			    }; | 
			
		
		
	
		
			
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			    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode | 
			
		
		
	
	
		
			
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			@ -64,7 +64,7 @@ int main() | 
			
		
		
	
		
			
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			        // Send to material PBR shader camera view position | 
			
		
		
	
		
			
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			        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; | 
			
		
		
	
		
			
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			        SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); | 
			
		
		
	
		
			
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			        SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        // Draw | 
			
		
		
	
	
		
			
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