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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Sieve of Eratosthenes
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								*
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								*   Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
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								*
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								*   "Sift the twos and sift the threes,
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								*    The Sieve of Eratosthenes.
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								*    When the multiples sublime,
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								*    the numbers that are left are prime."
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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).
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								*
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								*   This example has been created using raylib 2.5 (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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								*   Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Copyright (c) 2019 ProfJski and 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_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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								    #define GLSL_VERSION            100
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								#endif
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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 - Sieve of Eratosthenes");
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								    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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								    // Load Eratosthenes shader
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								    // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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								    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
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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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								        // Nothing to do here, everything is happening in the shader
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginTextureMode(target);       // Enable drawing to texture
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								            ClearBackground(BLACK);     // Clear the render texture
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								            // Draw a rectangle in shader mode to be used as shader canvas
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								            // NOTE: Rectangle uses font white character texture coordinates,
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								            // so shader can not be applied here directly because input vertexTexCoord
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								            // do not represent full screen coordinates (space where want to apply shader)
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								            DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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								        EndTextureMode();               // End drawing to texture (now we have a blank texture available for the shader)
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);  // Clear screen background
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								            BeginShaderMode(shader);
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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, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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								            EndShaderMode();
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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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								    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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