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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Basic lighting: Blinn-Phong
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								*
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								*   This example has been created using raylib 1.3 (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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								*
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								*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define SHININESS_SPEED 1.0f
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								#define LIGHT_SPEED 0.25f
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								// Light type
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								typedef struct Light {
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								    Vector3 position;
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								    Vector3 direction;
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								    float intensity;
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								    float specIntensity;
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								    Color diffuse;
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								    Color ambient;
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								    Color specular;
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								} Light;
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								int main()
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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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								    SetConfigFlags(FLAG_MSAA_4X_HINT);
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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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								    // Camera initialization
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								    Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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								    // Model initialization
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };
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								    Model model = LoadModel("resources/model/dwarf.obj");
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								    Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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								    SetModelShader(&model, shader);
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								    // Shader locations initialization
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								    int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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								    int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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								    int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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								    int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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								    int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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								    int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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								    int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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								    int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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								    // Camera and light vectors shader locations
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								    int cameraLoc = GetShaderLocation(shader, "cameraPos");
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								    int lightLoc = GetShaderLocation(shader, "lightPos");
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								    // Model and View matrix locations (required for lighting)
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								    int modelLoc = GetShaderLocation(shader, "modelMatrix");
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								    //int viewLoc = GetShaderLocation(shader, "viewMatrix");        // Not used
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								    // Light and material definitions
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								    Light light;
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								    Material matBlinn;
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								    // Light initialization
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								    light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
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								    light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
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								    light.intensity = 1.0f;
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								    light.diffuse = WHITE;
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								    light.ambient = (Color){ 150, 75, 0, 255 };
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								    light.specular = WHITE;
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								    light.specIntensity = 1.0f;
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								    // Material initialization
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								    matBlinn.diffuse = WHITE;
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								    matBlinn.ambient = (Color){ 50, 50, 50, 255 };
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								    matBlinn.specular = WHITE;
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								    matBlinn.glossiness = 50.0f;
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								    // Setup camera
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								    SetCameraMode(CAMERA_FREE);             // Set camera mode
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								    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
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								    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
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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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								        // Update
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								        //----------------------------------------------------------------------------------
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								        UpdateCamera(&camera);      // Update camera position
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								        // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
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								        SetShaderValueMatrix(shader, modelLoc, model.transform);            // Send model matrix to shader
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								        //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera));   // Not used
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								        // Glossiness input control
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								        if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
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								        else if(IsKeyDown(KEY_DOWN))
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								        {
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								            matBlinn.glossiness -= SHININESS_SPEED;
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								            if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
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								        }
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								        // Light X movement
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								        if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
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								        else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
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								        // Light Y movement
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								        if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
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								        else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
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								        // Light Z movement
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								        if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
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								        else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
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								        // Send light values to shader
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								        SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
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								        SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
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								        SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
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								        SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
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								        SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
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								        // Send material values to shader
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								        SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.ambient), 3);
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								        SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.specular), 3);
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								        SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
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								        // Send camera and light transform values to shader
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								        SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
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								        SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
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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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								            Begin3dMode(camera);
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								                DrawModel(model, position, 4.0f, matBlinn.diffuse);
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								                DrawSphere(light.position, 0.5f, GOLD);
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								                DrawGrid(20, 1.0f);
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								            End3dMode();
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								            DrawFPS(10, 10);                // Draw FPS
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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);
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								    UnloadModel(model);
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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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