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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - multi sample2D
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								*
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								*   Example complexity rating: [★★☆☆] 2/4
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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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								*   Example originally created with raylib 3.5, last time updated with raylib 3.5
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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) 2020-2025 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 - multi sample2D");
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								    Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
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								    Texture texRed = LoadTextureFromImage(imRed);
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								    UnloadImage(imRed);
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								    Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
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								    Texture texBlue = LoadTextureFromImage(imBlue);
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								    UnloadImage(imBlue);
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								    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
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								    // Get an additional sampler2D location to be enabled on drawing
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								    int texBlueLoc = GetShaderLocation(shader, "texture1");
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								    // Get shader uniform for divider
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								    int dividerLoc = GetShaderLocation(shader, "divider");
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								    float dividerValue = 0.5f;
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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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								        if (IsKeyDown(KEY_RIGHT)) dividerValue += 0.01f;
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								        else if (IsKeyDown(KEY_LEFT)) dividerValue -= 0.01f;
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								        if (dividerValue < 0.0f) dividerValue = 0.0f;
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								        else if (dividerValue > 1.0f) dividerValue = 1.0f;
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								        SetShaderValue(shader, dividerLoc, ÷rValue, 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);
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								                // WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
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								                // but EndShaderMode() forces batch drawing and resets active textures, this way
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								                // other textures (sampler2D) can be activated on consequent drawings (if required)
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								                // The downside of this approach is that SetShaderValue() must be called inside the loop,
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								                // to be set again after every EndShaderMode() reset
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								                SetShaderValueTexture(shader, texBlueLoc, texBlue);
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								                // We are drawing texRed using default [sampler2D texture0] but
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								                // an additional texture units is enabled for texBlue [sampler2D texture1]
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								                DrawTexture(texRed, 0, 0, WHITE);
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								            EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
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								            DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
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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);       // Unload shader
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								    UnloadTexture(texRed);      // Unload texture
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								    UnloadTexture(texBlue);     // Unload 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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