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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - ascii rendering
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								*
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								*   Example complexity rating: [★★☆☆] 2/4
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								*
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								*   Example originally created with raylib 5.5, last time updated with raylib 5.6
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								*
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								*   Example contributed by Maicon Santana (@maiconpintoabreu) 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) 2025 Maicon Santana (@maiconpintoabreu)
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								*
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								********************************************************************************************/
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								#include "raylib.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 - ascii rendering");
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								    // Texture to test static drawing
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								    Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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								    // Texture to test moving drawing
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								    Texture2D raysan = LoadTexture("resources/raysan.png");
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								    // Load shader to be used on postprocessing
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								    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION));
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								    // These locations are used to send data to the GPU
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								    int resolutionLoc = GetShaderLocation(shader, "resolution");
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								    int fontSizeLoc = GetShaderLocation(shader, "fontSize");
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								    // Set the character size for the ASCII effect
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								    // Fontsize should be 9 or more
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								    float fontSize = 9.0f;
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								    // Send the updated values to the shader
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								    float resolution[2] = { (float)screenWidth, (float)screenHeight };
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								    SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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								    Vector2 circlePos = (Vector2){40.0f, (float)screenHeight*0.5f};
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								    float circleSpeed = 1.0f;
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								    // RenderTexture to apply the postprocessing later
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								    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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								    SetTargetFPS(60);                   // Set our game 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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								        circlePos.x += circleSpeed;
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								        if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1; // Revert speed
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								        if (IsKeyPressed(KEY_LEFT) && (fontSize > 9.0)) fontSize -= 1;  // Reduce fontSize
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								        if (IsKeyPressed(KEY_RIGHT) && (fontSize < 15.0)) fontSize += 1;  // Increase fontSize
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								        // Set fontsize for the shader
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								        SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginTextureMode(target);
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								            ClearBackground(WHITE);
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								            // Draw scene in our render texture
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								            DrawTexture(fudesumi, 500, -30, WHITE);
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								            DrawTextureV(raysan, circlePos, WHITE);
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								        EndTextureMode();
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            BeginShaderMode(shader);
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								                // Draw the scene texture (that we rendered earlier) to the screen
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								                // The shader will process every pixel of this texture
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								                DrawTextureRec(target.texture, 
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								                    (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, 
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								                    (Vector2){ 0, 0 }, WHITE);
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								            EndShaderMode();
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								            DrawRectangle(0, 0, screenWidth, 40, BLACK);
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								            DrawText(TextFormat("Ascii effect - FontSize:%2.0f - [Left] -1 [Right] +1 ", fontSize), 120, 10, 20, LIGHTGRAY);
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								            DrawFPS(10, 10);
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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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								    UnloadRenderTexture(target);    // Unload render texture
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								    UnloadShader(shader);           // Unload shader
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								    UnloadTexture(fudesumi);        // Unload texture
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								    UnloadTexture(raysan);          // Unload texture
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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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