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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Apply a postprocessing shader to a scene
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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) 2015 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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								    #define DEFAULT_VERTEX_SHADER   "resources/shaders/glsl330/base.vs"
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								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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								    #define GLSL_VERSION            100
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								    #define DEFAULT_VERTEX_SHADER   "resources/shaders/glsl100/base.vs"
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								#endif
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								#define MAX_POSTPRO_SHADERS         12
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								typedef enum {
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								    FX_GRAYSCALE = 0,
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								    FX_POSTERIZATION,
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								    FX_DREAM_VISION,
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								    FX_PIXELIZER,
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								    FX_CROSS_HATCHING,
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								    FX_CROSS_STITCHING,
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								    FX_PREDATOR_VIEW,
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								    FX_SCANLINES,
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								    FX_FISHEYE,
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								    FX_SOBEL,
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								    FX_BLOOM,
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								    FX_BLUR,
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								    //FX_FXAA
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								} PostproShader;
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								static const char *postproShaderText[] = {
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								    "GRAYSCALE",
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								    "POSTERIZATION",
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								    "DREAM_VISION",
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								    "PIXELIZER",
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								    "CROSS_HATCHING",
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								    "CROSS_STITCHING",
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								    "PREDATOR_VIEW",
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								    "SCANLINES",
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								    "FISHEYE",
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								    "SOBEL",
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								    "BLOOM",
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								    "BLUR",
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								    //"FXAA"
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								};
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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 - postprocessing shader");
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								    // Define the camera to look into our 3d world
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								    Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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								    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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								    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
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								    dwarf.material.maps[MAP_DIFFUSE].texture = texture;          // Set dwarf model diffuse texture
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
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								    // Load all postpro shaders
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								    // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
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								    // NOTE 2: We load the correct shader depending on GLSL version
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								    Shader shaders[MAX_POSTPRO_SHADERS];
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								    shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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								    shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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								    shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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								    shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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								    shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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								    shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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								    shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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								    shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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								    shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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								    shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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								    shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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								    shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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								    int currentShader = FX_GRAYSCALE;
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								    // Create a RenderTexture2D to be used for render to texture
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								    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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								    // Setup orbital camera
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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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								        if (IsKeyPressed(KEY_RIGHT)) currentShader++;
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								        else if (IsKeyPressed(KEY_LEFT)) currentShader--;
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								        if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
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								        else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
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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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								            BeginTextureMode(target);   // Enable drawing to texture
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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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								                    DrawGrid(10, 1.0f);     // Draw a grid
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								                End3dMode();
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								            EndTextureMode();           // End drawing to texture (now we have a texture available for next passes)
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								            // Render previously generated texture using selected postpro shader
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								            BeginShaderMode(shaders[currentShader]);
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								                // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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								                DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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								            EndShaderMode();
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								            DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
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								            DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
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								            DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
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								            DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
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								            DrawText("< >", 540, 10, 30, DARKBLUE);
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								            DrawFPS(700, 15);
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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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								    // Unload all postpro shaders
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								    for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
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								    UnloadTexture(texture);         // Unload texture
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								    UnloadModel(dwarf);             // Unload model
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								    UnloadRenderTexture(target);    // Unload render 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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