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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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								#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 - custom uniform variable");
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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){ 8.0f, 8.0f, 8.0f };
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								    camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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								    camera.fovy = 45.0f;
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								    camera.type = CAMERA_PERSPECTIVE;
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								    Model model = LoadModel("resources/models/barracks.obj");                   // Load OBJ model
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								    Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png");   // Load model texture (diffuse map)
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								    model.materials[0].maps[MAP_DIFFUSE].texture = texture;                     // Set model diffuse texture
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };                                    // Set model position
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								    // Load postprocessing 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, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
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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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								    // Create a RenderTexture2D to be used for render to texture
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								    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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								    // Setup orbital camera
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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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								        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, UNIFORM_VEC2);
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								        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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								                ClearBackground(RAYWHITE);  // Clear texture background
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								                BeginMode3D(camera);        // Begin 3d mode drawing
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								                    DrawModel(model, position, 0.5f, WHITE);   // Draw 3d model with texture
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								                    DrawGrid(10, 1.0f);     // Draw a grid
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								                EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
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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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								            // Draw some 2d text over drawn texture
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								            DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, 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(model);             // 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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								    return 0;
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								}
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