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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Rounded Rectangle
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								*
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								*   Example complexity rating: [★★★☆] 3/4
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								*
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								*   Example originally created with raylib 5.5, last time updated with raylib 5.5
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								*
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							 | 
							
								*   Example contributed by Anstro Pleuton (@anstropleuton) 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) 2025-2025 Anstro Pleuton (@anstropleuton)
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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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								// Declare custom Structs
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								//------------------------------------------------------------------------------------
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								// Rounded rectangle data
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								typedef struct {
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								    Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
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								    // Shadow variables
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								    float shadowRadius;
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								    Vector2 shadowOffset;
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								    float shadowScale;
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								    // Border variables
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								    float borderThickness; // Inner-border thickness
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								    // Shader locations
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								    int rectangleLoc;
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								    int radiusLoc;
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								    int colorLoc;
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								    int shadowRadiusLoc;
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								    int shadowOffsetLoc;
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								    int shadowScaleLoc;
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								    int shadowColorLoc;
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								    int borderThicknessLoc;
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								    int borderColorLoc;
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								} RoundedRectangle;
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								//------------------------------------------------------------------------------------
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								// Module Functions Declaration
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								//------------------------------------------------------------------------------------
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								// Create a rounded rectangle and set uniform locations
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								static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
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								// Update rounded rectangle uniforms
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								static void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader);
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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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								    const Color rectangleColor = BLUE;
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								    const Color shadowColor = DARKBLUE;
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								    const Color borderColor = SKYBLUE;
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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle");
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								    // Load the shader
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								    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
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								                               TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION));
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								    // Create a rounded rectangle
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								    RoundedRectangle roundedRectangle = CreateRoundedRectangle(
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								        (Vector4){ 5.0f, 10.0f, 15.0f, 20.0f },     // Corner radius
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								        20.0f,                                      // Shadow radius
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								        (Vector2){ 0.0f, -5.0f },                   // Shadow offset
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								        0.95f,                                      // Shadow scale
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								        5.0f,                                       // Border thickness
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								        shader                                      // Shader
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								    );
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								    // Update shader uniforms
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								    UpdateRoundedRectangle(roundedRectangle, shader);
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								    SetTargetFPS(60);
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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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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            // Draw rectangle box with rounded corners using shader
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								            Rectangle rec = { 50, 70, 110, 60 };
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								            DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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								            DrawText("Rounded rectangle", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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								            // Flip Y axis to match shader coordinate system
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								            rec.y = screenHeight - rec.y - rec.height;
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								            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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								            // Only rectangle color
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								            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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								            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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								            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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								            BeginShaderMode(shader);
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								                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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								            EndShaderMode();
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								            // Draw rectangle shadow using shader
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								            rec = (Rectangle){ 50, 200, 110, 60 };
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								            DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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								            DrawText("Rounded rectangle shadow", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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								            rec.y = screenHeight - rec.y - rec.height;
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								            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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								            // Only shadow color
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								            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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								            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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								            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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								            BeginShaderMode(shader);
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								                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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								            EndShaderMode();
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								            // Draw rectangle's border using shader
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								            rec = (Rectangle){ 50, 330, 110, 60 };
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								            DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
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								            DrawText("Rounded rectangle border", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
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								            rec.y = screenHeight - rec.y - rec.height;
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							 | 
							
								            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
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								            // Only border color
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								            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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								            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
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								            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
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								            BeginShaderMode(shader);
							 | 
						
						
						
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								                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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								            EndShaderMode();
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								            // Draw one more rectangle with all three colors
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							 | 
							
								            rec = (Rectangle){ 240, 80, 500, 300 };
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							| 
								
							 | 
							
								            DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawText("Rectangle with all three combined", (int)rec.x - 30, (int)rec.y - 45, 10, DARKGRAY);
							 | 
						
						
						
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							 | 
							
								
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							 | 
							
								            rec.y = screenHeight - rec.y - rec.height;
							 | 
						
						
						
							| 
								
							 | 
							
								            SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
							 | 
						
						
						
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								            // All three colors
							 | 
						
						
						
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							 | 
							
								            SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
							 | 
						
						
						
							| 
								
							 | 
							
								            SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
							 | 
						
						
						
							| 
								
							 | 
							
								            SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
							 | 
						
						
						
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							| 
								
							 | 
							
								            BeginShaderMode(shader);
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								            EndShaderMode();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        EndDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // De-Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shader); // Unload shader
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    CloseWindow();        // Close window and OpenGL context
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return 0;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Module Functions Definitions
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Create a rounded rectangle and set uniform locations
							 | 
						
						
						
							| 
								
							 | 
							
								RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    RoundedRectangle rec;
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.cornerRadius = cornerRadius;
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.shadowRadius = shadowRadius;
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.shadowOffset = shadowOffset;
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.shadowScale = shadowScale;
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.borderThickness = borderThickness;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Get shader uniform locations
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.rectangleLoc = GetShaderLocation(shader, "rectangle");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.radiusLoc = GetShaderLocation(shader, "radius");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.colorLoc = GetShaderLocation(shader, "color");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.shadowRadiusLoc = GetShaderLocation(shader, "shadowRadius");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.shadowOffsetLoc = GetShaderLocation(shader, "shadowOffset");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.shadowScaleLoc = GetShaderLocation(shader, "shadowScale");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.shadowColorLoc = GetShaderLocation(shader, "shadowColor");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.borderThicknessLoc = GetShaderLocation(shader, "borderThickness");
							 | 
						
						
						
							| 
								
							 | 
							
								    rec.borderColorLoc = GetShaderLocation(shader, "borderColor");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    UpdateRoundedRectangle(rec, shader);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return rec;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Update rounded rectangle uniforms
							 | 
						
						
						
							| 
								
							 | 
							
								void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shader, rec.radiusLoc, (float[]){ rec.cornerRadius.x, rec.cornerRadius.y, rec.cornerRadius.z, rec.cornerRadius.w }, SHADER_UNIFORM_VEC4);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shader, rec.shadowRadiusLoc, &rec.shadowRadius, SHADER_UNIFORM_FLOAT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shader, rec.shadowOffsetLoc, (float[]){ rec.shadowOffset.x, rec.shadowOffset.y }, SHADER_UNIFORM_VEC2);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shader, rec.shadowScaleLoc, &rec.shadowScale, SHADER_UNIFORM_FLOAT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shader, rec.borderThicknessLoc, &rec.borderThickness, SHADER_UNIFORM_FLOAT);
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |