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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Vertex displacement
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								*
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								*   Example complexity rating: [★★★☆] 3/4
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								*
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								*   Example originally created with raylib 5.0, last time updated with raylib 4.5
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								*
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								*   Example contributed by Alex ZH (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2023-2025 Alex ZH (@ZzzhHe)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "rlgl.h"
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								#define RLIGHTS_IMPLEMENTATION
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								#include "rlights.h"
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								#if defined(PLATFORM_DESKTOP)
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								    #define GLSL_VERSION            330
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								#else   // PLATFORM_ANDROID, PLATFORM_WEB
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								    #define GLSL_VERSION            100
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								#endif
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main(void)
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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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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
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								    // set up camera
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								    Camera camera = {0};
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								    camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
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								    camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
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								    camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
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								    camera.fovy = 60.0f;
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								    camera.projection = CAMERA_PERSPECTIVE;
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								    // Load vertex and fragment shaders
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								    Shader shader = LoadShader(
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								        TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
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								        TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
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								    // Load perlin noise texture
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								    Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
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								    Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
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								    UnloadImage(perlinNoiseImage);
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								    // Set shader uniform location
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								    int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
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								    rlEnableShader(shader.id);
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								    rlActiveTextureSlot(1);
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								    rlEnableTexture(perlinNoiseMap.id);
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								    rlSetUniformSampler(perlinNoiseMapLoc, 1);
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								    // Create a plane mesh and model
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								    Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
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								    Model planeModel = LoadModelFromMesh(planeMesh);
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								    // Set plane model material
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								    planeModel.materials[0].shader = shader;
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								    float time = 0.0f;
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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, CAMERA_FREE); // Update camera
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								        time += GetFrameTime(); // Update time variable
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								        SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            BeginMode3D(camera);
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								                BeginShaderMode(shader);
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								                    // Draw plane model
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								                    DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
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								                EndShaderMode();
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								            EndMode3D();
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								            DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
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								            DrawFPS(10, 40);
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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(planeModel);
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								    UnloadTexture(perlinNoiseMap);
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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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