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								/*******************************************************************************************
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								*
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								*   raylib [models] example - PBR material
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								*
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								*   This example has been created using raylib 1.8 (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) 2017 Ramon Santamaria (@raysan5)
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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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								#define RLIGHTS_IMPLEMENTATION
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								#include "rlights.h"
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								#define CUBEMAP_SIZE         512        // Cubemap texture size
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								#define IRRADIANCE_SIZE       32        // Irradiance texture size
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								#define PREFILTERED_SIZE     256        // Prefiltered HDR environment texture size
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								#define BRDF_SIZE            512        // BRDF LUT texture size
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								// PBR material loading
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								static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    int screenHeight = 450;
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								    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
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								    InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
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								    // Define the camera to look into our 3d world
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								    Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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								    // Load model and PBR material
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								    Model model = LoadModel("resources/pbr/trooper.obj");
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								    model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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								    // Define lights attributes
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								    // NOTE: Shader is passed to every light on creation to define shader bindings internally
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								    Light lights[MAX_LIGHTS] = { 
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								        CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
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								        CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
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								        CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
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								        CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) 
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								    };
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								    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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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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								        UpdateCamera(&camera);              // Update camera
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								        // Send to material PBR shader camera view position
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								        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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								        SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 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, Vector3Zero(), 1.0f, WHITE);
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								                DrawGrid(10, 1.0f);
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								            End3dMode();
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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(model);         // Unload skybox 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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								// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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								// NOTE: PBR shader is loaded inside this function
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								static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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								{
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								    Material mat = { 0 };       // NOTE: All maps textures are set to { 0 }
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								    #define     PATH_PBR_VS     "resources/shaders/pbr.vs"      // Path to physically based rendering vertex shader
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								    #define     PATH_PBR_FS     "resources/shaders/pbr.fs"      // Path to physically based rendering fragment shader
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								    mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
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								    // Get required locations points for PBR material
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								    // NOTE: Those location names must be available and used in the shader code
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								    mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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								    mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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								    mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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								    mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
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								    mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
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								    //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
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								    //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
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								    mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
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								    mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
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								    mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
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								    // Set view matrix location
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								    mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
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								    mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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								    mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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								    // Set PBR standard maps
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								    mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
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								    mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
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								    mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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								    mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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								    mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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								    // Set environment maps
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								    #define     PATH_CUBEMAP_VS         "resources/shaders/cubemap.vs"          // Path to equirectangular to cubemap vertex shader
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								    #define     PATH_CUBEMAP_FS         "resources/shaders/cubemap.fs"          // Path to equirectangular to cubemap fragment shader
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								    #define     PATH_SKYBOX_VS          "resources/shaders/skybox.vs"           // Path to skybox vertex shader
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								    #define     PATH_IRRADIANCE_FS      "resources/shaders/irradiance.fs"       // Path to irradiance (GI) calculation fragment shader
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								    #define     PATH_PREFILTER_FS       "resources/shaders/prefilter.fs"        // Path to reflection prefilter calculation fragment shader
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								    #define     PATH_BRDF_VS            "resources/shaders/brdf.vs"     // Path to bidirectional reflectance distribution function vertex shader 
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								    #define     PATH_BRDF_FS            "resources/shaders/brdf.fs"     // Path to bidirectional reflectance distribution function fragment shader
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								    Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
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								    Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
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								    Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
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								    Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
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								    // Setup required shader locations
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								    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
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								    SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1);
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								    SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1);
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								    Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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								    Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
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								    mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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								    mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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								    mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
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								    UnloadTexture(cubemap);
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								    UnloadTexture(texHDR);
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								    // Unload already used shaders (to create specific textures)
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								    UnloadShader(shdrCubemap);
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								    UnloadShader(shdrIrradiance);
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								    UnloadShader(shdrPrefilter);
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								    UnloadShader(shdrBRDF);
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								    // Set textures filtering for better quality
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								    SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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								    SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
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								    // Enable sample usage in shader for assigned textures
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								    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1);
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								    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1);
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								    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1);
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								    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1);
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								    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1);
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								    int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
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								    SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
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								    // Set up material properties color
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								    mat.maps[MAP_ALBEDO].color = albedo;
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								    mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
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								    mat.maps[MAP_METALNESS].value = metalness;
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								    mat.maps[MAP_ROUGHNESS].value = roughness;
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								    mat.maps[MAP_OCCLUSION].value = 1.0f;
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								    mat.maps[MAP_EMISSION].value = 0.5f;
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								    mat.maps[MAP_HEIGHT].value = 0.5f;
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								    return mat;
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								}
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