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								-------------------------------------------------------------------------------------------
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								--
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								--  raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
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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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								--  This example has been created using raylib 1.6 (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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								--  Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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								--
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								-------------------------------------------------------------------------------------------
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								-- Initialization
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								-------------------------------------------------------------------------------------------
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								local screenWidth = 800
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								local 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 - custom uniform variable")
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								-- Define the camera to look into our 3d world
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								local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
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								local dwarf = LoadModel("resources/model/dwarf.obj")                   -- Load OBJ model
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								local texture = LoadTexture("resources/model/dwarf_diffuse.png")       -- Load model texture (diffuse map)
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								dwarf.material.texDiffuse = texture                                    -- Set dwarf model diffuse texture
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								local position = Vector3(0.0, 0.0, 0.0)                                -- Set model position
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								local shader = LoadShader("resources/shaders/glsl330/base.vs", 
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								                          "resources/shaders/glsl330/swirl.fs")        -- Load postpro shader
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								-- Get variable (uniform) location on the shader to connect with the program
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								-- NOTE: If uniform variable could not be found in the shader, function returns -1
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								local swirlCenterLoc = GetShaderLocation(shader, "center")
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								local swirlCenter = { screenWidth/2, screenHeight/2 }
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								-- Create a RenderTexture2D to be used for render to texture
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								local target = LoadRenderTexture(screenWidth, screenHeight)
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								-- Setup orbital camera
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								SetCameraMode(camera, CameraMode.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 not WindowShouldClose() do            -- Detect window close button or ESC key
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								    -- Update
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								    ---------------------------------------------------------------------------------------
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								    local mousePosition = GetMousePosition()
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								    swirlCenter[1] = mousePosition.x
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								    swirlCenter[2] = screenHeight - mousePosition.y
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								    -- Send new value to the shader to be used on drawing
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								    SetShaderValue(shader, swirlCenterLoc, swirlCenter)
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								    camera = UpdateCamera(camera)           -- Update camera
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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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								        BeginTextureMode(target)            -- Enable drawing to texture
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								            Begin3dMode(camera)
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								                DrawModel(dwarf, position, 2.0, WHITE)   -- Draw 3d model with texture
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								                DrawGrid(10, 1.0)           -- Draw a grid
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								            End3dMode()
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								            DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED)
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								        EndTextureMode()           -- End drawing to texture (now we have a texture available for next passes)
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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, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
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								        EndShaderMode()
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								        DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
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							 | 
							
								        DrawFPS(10, 10)
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								    EndDrawing()
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								    ---------------------------------------------------------------------------------------
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								end
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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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								UnloadModel(dwarf)             -- Unload model
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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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