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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Simple shader mask
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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 2.5, last time updated with raylib 3.7
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								*
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								*   Example contributed by Chris Camacho (@chriscamacho) 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) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************
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								*
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								*   After a model is loaded it has a default material, this material can be
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								*   modified in place rather than creating one from scratch...
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								*   While all of the maps have particular names, they can be used for any purpose
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								*   except for three maps that are applied as cubic maps (see below)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "raymath.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 - simple shader mask");
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								    // Define the camera to look into our 3d world
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };    // Camera position
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								    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
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								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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								    camera.fovy = 45.0f;                                // Camera field-of-view Y
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								    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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								    // Define our three models to show the shader on
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								    Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
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								    Model model1 = LoadModelFromMesh(torus);
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								    Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
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								    Model model2 = LoadModelFromMesh(cube);
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								    // Generate model to be shaded just to see the gaps in the other two
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								    Mesh sphere = GenMeshSphere(1, 16, 16);
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								    Model model3 = LoadModelFromMesh(sphere);
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								    // Load the shader
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								    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
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								    // Load and apply the diffuse texture (colour map)
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								    Texture texDiffuse = LoadTexture("resources/plasma.png");
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								    model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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								    model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
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								    // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
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								    // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or  MATERIAL_MAP_CUBEMAP as they are bound as cube maps
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								    Texture texMask = LoadTexture("resources/mask.png");
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								    model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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								    model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
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								    shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
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								    // Frame is incremented each frame to animate the shader
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								    int shaderFrame = GetShaderLocation(shader, "frame");
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								    // Apply the shader to the two models
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								    model1.materials[0].shader = shader;
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								    model2.materials[0].shader = shader;
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								    int framesCounter = 0;
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								    Vector3 rotation = { 0 };           // Model rotation angles
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								    DisableCursor();                    // Limit cursor to relative movement inside the window
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								    SetTargetFPS(60);                   // Set  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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								        UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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								        framesCounter++;
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								        rotation.x += 0.01f;
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								        rotation.y += 0.005f;
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								        rotation.z -= 0.0025f;
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								        // Send frames counter to shader for animation
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								        SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
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								        // Rotate one of the models
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								        model1.transform = MatrixRotateXYZ(rotation);
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(DARKBLUE);
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								            BeginMode3D(camera);
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								                DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE);
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								                DrawModelEx(model2, (Vector3){ -0.5f, 0.0f, 0.0f }, (Vector3){ 1.0f, 1.0f, 0.0f }, 50, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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								                DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 1, WHITE);
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								                DrawGrid(10, 1.0f);        // Draw a grid
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								            EndMode3D();
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								            DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
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								            DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
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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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								    UnloadModel(model1);
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								    UnloadModel(model2);
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								    UnloadModel(model3);
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								    UnloadTexture(texDiffuse);  // Unload default diffuse texture
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								    UnloadTexture(texMask);     // Unload texture mask
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								    UnloadShader(shader);       // Unload shader
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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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