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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 1.3 (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) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    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 - custom uniform variable");
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								    // Define the camera to look into our 3d world
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								    Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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								    Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
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								    Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
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								    SetModelTexture(&dwarf, texture);                                       // Bind texture to model
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };                                   // Set model position
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								    Shader shader = LoadShader("resources/shaders/base.vs", 
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								                               "resources/shaders/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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								    int swirlCenterLoc = GetShaderLocation(shader, "center");
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								    float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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								    SetPostproShader(shader);               // Set fullscreen postprocessing shader
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								    // Setup orbital camera
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								    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
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								    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
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								    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
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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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								        Vector2 mousePosition = GetMousePosition();
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								        swirlCenter[0] = mousePosition.x;
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								        swirlCenter[1] = 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, 2);
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								        UpdateCamera(&camera);              // Update internal camera and our 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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								            Begin3dMode(camera);
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								                DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
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								                DrawGrid(10, 1.0f);     // Draw a grid
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								            End3dMode();
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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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								    }
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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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								    CloseWindow();              // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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