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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Texture Waves
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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 2.5, last time updated with raylib 3.7
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								*
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								*   Example contributed by Anata (@anatagawa) 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) 2019-2025 Anata (@anatagawa) 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_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 waves");
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								    // Load texture texture to apply shaders
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								    Texture2D texture = LoadTexture("resources/space.png");
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								    // Load shader and setup location points and values
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								    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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								    int secondsLoc = GetShaderLocation(shader, "seconds");
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								    int freqXLoc = GetShaderLocation(shader, "freqX");
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								    int freqYLoc = GetShaderLocation(shader, "freqY");
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								    int ampXLoc = GetShaderLocation(shader, "ampX");
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								    int ampYLoc = GetShaderLocation(shader, "ampY");
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								    int speedXLoc = GetShaderLocation(shader, "speedX");
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								    int speedYLoc = GetShaderLocation(shader, "speedY");
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								    // Shader uniform values that can be updated at any time
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								    float freqX = 25.0f;
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								    float freqY = 25.0f;
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								    float ampX = 5.0f;
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								    float ampY = 5.0f;
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								    float speedX = 8.0f;
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								    float speedY = 8.0f;
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								    float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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								    SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
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								    SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
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								    SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
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								    SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT);
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								    SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT);
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								    SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
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								    SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
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								    float seconds = 0.0f;
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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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								        seconds += GetFrameTime();
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								        SetShaderValue(shader, secondsLoc, &seconds, 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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								                DrawTexture(texture, 0, 0, WHITE);
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								                DrawTexture(texture, texture.width, 0, 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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								    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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