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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Standard lighting (materials and lights)
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								*
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								*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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								*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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								*
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								*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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								*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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								*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
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								*
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								*   This example has been created using raylib 1.3 (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) 2016 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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 [shaders] example - model shader");
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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, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };   // Set model position
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								    Model dwarf = LoadModel("resources/model/dwarf.obj");                     // Load OBJ model
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								    Material material = LoadStandardMaterial();
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								    material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model diffuse texture
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								    material.texNormal = LoadTexture("resources/model/dwarf_normal.png");     // Load model normal texture
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								    material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
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								    material.colDiffuse = WHITE;
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								    material.colAmbient = (Color){0, 0, 10, 255};
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								    material.colSpecular = WHITE;
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								    material.glossiness = 50.0f;
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								    dwarf.material = material;      // Apply material to model
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								    Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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								    spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
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								    spotLight->intensity = 2.0f;
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								    spotLight->diffuse = (Color){255, 100, 100, 255};
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								    spotLight->coneAngle = 60.0f;
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								    Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
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								    dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
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								    dirLight->intensity = 2.0f;
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								    dirLight->diffuse = (Color){100, 255, 100, 255};
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								    Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
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								    pointLight->intensity = 2.0f;
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								    pointLight->diffuse = (Color){100, 100, 255, 255};
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								    pointLight->radius = 3.0f;
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								    // Setup orbital camera
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								    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
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								    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
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								    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
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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 internal camera and our camera
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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(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
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								                DrawLight(spotLight);   // Draw spot light
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								                DrawLight(dirLight);    // Draw directional light
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								                DrawLight(pointLight);  // Draw point light
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								                DrawGrid(10, 1.0f);     // Draw a grid
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								            End3dMode();
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								            DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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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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								    UnloadMaterial(material);   // Unload material and assigned textures
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								    UnloadModel(dwarf);         // Unload model
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								    // Destroy all created lights
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								    DestroyLight(pointLight);
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								    DestroyLight(dirLight);
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								    DestroyLight(spotLight);
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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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