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								/*******************************************************************************************
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								*
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								*   raylib [textures] example - Texture drawing
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								*
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								*   NOTE: This example illustrates how to draw into a blank texture using a shader
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								*
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								*   Example originally created with raylib 2.0, last time updated with raylib 3.7
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								*
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								*   Example contributed by Michał Ciesielski 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) 2019-2024 Michał Ciesielski and Ramon Santamaria (@raysan5)
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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 - texture drawing");
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								    Image imBlank = GenImageColor(1024, 1024, BLANK);
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								    Texture2D texture = LoadTextureFromImage(imBlank);  // Load blank texture to fill on shader
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								    UnloadImage(imBlank);
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								    // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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								    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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								    float time = 0.0f;
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								    int timeLoc = GetShaderLocation(shader, "uTime");
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								    SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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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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								        time = (float)GetTime();
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								        SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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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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								            BeginShaderMode(shader);    // Enable our custom shader for next shapes/textures drawings
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								                DrawTexture(texture, 0, 0, WHITE);  // Drawing BLANK texture, all magic happens on shader
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								            EndShaderMode();            // Disable our custom shader, return to default shader
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								            DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
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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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								    UnloadTexture(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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