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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - texture tiling
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								*
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								*   Example complexity rating: [★★☆☆] 2/4
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								*
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								*   Example demonstrates how to tile a texture on a 3D model using raylib.
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								*
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								*   Example originally created with raylib 4.5, last time updated with raylib 4.5
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								*
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								*   Example contributed by Luis Almeida (@luis605) 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) 2023-2025 Luis Almeida (@luis605)
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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 - texture tiling");
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								    // Define the camera to look into our 3d world
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								    Camera3D camera = { 0 };
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								    camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
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								    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
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								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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								    camera.fovy = 45.0f;                                // Camera field-of-view Y
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								    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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								    // Load a cube model
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								    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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								    Model model = LoadModelFromMesh(cube);
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								    // Load a texture and assign to cube model
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								    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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								    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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								    // Set the texture tiling using a shader
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								    float tiling[2] = { 3.0f, 3.0f };
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								    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION));
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								    SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
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								    model.materials[0].shader = shader;
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								    DisableCursor();                    // Limit cursor to relative movement inside the window
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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, CAMERA_FREE);
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								        if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
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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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								            BeginMode3D(camera);
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								                BeginShaderMode(shader);
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								                    DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
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								                EndShaderMode();
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								                DrawGrid(10, 1.0f);
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								            EndMode3D();
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								            DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
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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 model
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								    UnloadShader(shader);       // Unload shader
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								    UnloadTexture(texture);     // 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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