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			@ -18,8 +18,6 @@ | 
			
		
		
	
		
			
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			#include "raylib.h" | 
			
		
		
	
		
			
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			#include "raymath.h" | 
			
		
		
	
		
			
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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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			@ -48,7 +46,8 @@ int main() | 
			
		
		
	
		
			
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			    float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] }; | 
			
		
		
	
		
			
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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 offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; | 
			
		
		
	
		
			
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			    float targetOffset[2] = { offset[0], offset[1] }; | 
			
		
		
	
		
			
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			    float zoom = 1.6f; | 
			
		
		
	
		
			
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			    // Get variable (uniform) locations on the shader to connect with the program | 
			
		
		
	
	
		
			
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			@ -107,21 +106,25 @@ int main() | 
			
		
		
	
		
			
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			            if (IsKeyDown(KEY_RIGHT)) incrementSpeed++; | 
			
		
		
	
		
			
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			            else if (IsKeyDown(KEY_LEFT)) incrementSpeed--; | 
			
		
		
	
		
			
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			            // Use mouse wheel to change zoom | 
			
		
		
	
		
			
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			            zoom -= (float)GetMouseWheelMove()/10.f; | 
			
		
		
	
		
			
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			            SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); | 
			
		
		
	
		
			
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			            // Use mouse button to change offset | 
			
		
		
	
		
			
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			            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                if (IsKeyDown(KEY_LEFT_SHIFT)) zoom -= 0.002f; | 
			
		
		
	
		
			
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			                else zoom += 0.002f; | 
			
		
		
	
		
			
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			                 | 
			
		
		
	
		
			
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			                // TODO: Logic is not correct, the idea is getting zoom focus to pointed area | 
			
		
		
	
		
			
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			                Vector2 mousePos = GetMousePosition(); | 
			
		
		
	
		
			
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			                offset[0] = mousePos.x -(float)screenWidth; | 
			
		
		
	
		
			
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			                offset[1] = mousePos.y -(float)screenHeight; | 
			
		
		
	
		
			
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			                SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); | 
			
		
		
	
		
			
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			                targetOffset[0] = mousePos.x -(float)screenWidth; | 
			
		
		
	
		
			
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			                targetOffset[1] = mousePos.y -(float)screenHeight; | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            // Slowly move camera to targetOffset | 
			
		
		
	
		
			
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			            offset[0] += GetFrameTime()*2.0f*(targetOffset[0] - offset[0]); | 
			
		
		
	
		
			
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			            offset[1] += GetFrameTime()*2.0f*(targetOffset[1] - offset[1]); | 
			
		
		
	
		
			
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			            SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT); | 
			
		
		
	
		
			
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			            SetShaderValue(shader, offsetLoc, offset, UNIFORM_VEC2); | 
			
		
		
	
		
			
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			            // Increment c value with time | 
			
		
		
	
		
			
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			            float amount = GetFrameTime()*incrementSpeed*0.0005f; | 
			
		
		
	
	
		
			
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			@ -150,7 +153,7 @@ int main() | 
			
		
		
	
		
			
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			            EndTextureMode(); | 
			
		
		
	
		
			
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			            // Draw the saved texture (rendered julia set) | 
			
		
		
	
		
			
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			            DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, n">Vector2Zero(), WHITE); | 
			
		
		
	
		
			
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			            DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, p">(Vector2){ 0.0f, 0.0f }, WHITE); | 
			
		
		
	
		
			
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			            // Draw information | 
			
		
		
	
		
			
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			            //DrawText( FormatText("cx: %f\ncy: %f\nspeed: %d", c[0], c[1], incrementSpeed), 10, 10, 10, RAYWHITE); | 
			
		
		
	
	
		
			
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