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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - basic lighting
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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 3.8 (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 Chris Camacho (@codifies, http://bedroomcoders.co.uk/) and 
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								*   reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Copyright (c) 2019-2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "raymath.h"
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								#define RLIGHTS_IMPLEMENTATION
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								#include "rlights.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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								    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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								    // Define the camera to look into our 3d world
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 2.0f, 4.0f, 6.0f };    // 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 mode type
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								    // Load plane model from a generated mesh
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								    Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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								    Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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								    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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								                               TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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								    // Get some required shader loactions
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								    shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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								    // NOTE: "matModel" location name is automatically assigned on shader loading, 
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								    // no need to get the location again if using that uniform name
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								    //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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								    // Ambient light level (some basic lighting)
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								    int ambientLoc = GetShaderLocation(shader, "ambient");
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								    SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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								    // Assign out lighting shader to model
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								    model.materials[0].shader = shader;
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								    cube.materials[0].shader = shader;
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								    // Using 4 point lights: gold, red, green and blue
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								    Light lights[MAX_LIGHTS] = { 0 };
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								    lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
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								    lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
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								    lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
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								    lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
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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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								        // Check key inputs to enable/disable lights
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								        if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
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								        if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
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								        if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
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								        if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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								        // Update light values (actually, only enable/disable them)
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								        UpdateLightValues(shader, lights[0]);
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								        UpdateLightValues(shader, lights[1]);
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								        UpdateLightValues(shader, lights[2]);
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								        UpdateLightValues(shader, lights[3]);
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								        // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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								        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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								        SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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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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								                DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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								                DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
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								                // Draw markers to show where the lights are
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								                if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW);
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								                else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
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								                if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
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								                else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
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								                if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
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								                else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
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								                if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
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								                else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
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								                DrawGrid(10, 1.0f);
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								            EndMode3D();
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								            DrawFPS(10, 10);
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								            DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 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 the model
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								    UnloadModel(cube);      // Unload the model
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								    UnloadShader(shader);   // Unload shader
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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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