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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Raymarching shapes generation
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								*
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								*   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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								*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
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								*
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								*   This example has been created using raylib 2.0 (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) 2018 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 -> Not supported at this moment
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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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								    int screenWidth = 800;
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								    int screenHeight = 450;
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								    SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 2.5f, 2.5f, 3.0f };    // Camera position
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								    camera.target = (Vector3){ 0.0f, 0.0f, 0.7f };      // 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 = 65.0f;                                // Camera field-of-view Y
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								    SetCameraMode(camera, CAMERA_FREE);                 // Set camera mode
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								    // Load raymarching 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/raymarching.fs", GLSL_VERSION));
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								    // Get shader locations for required uniforms
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								    int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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								    int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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								    int runTimeLoc = GetShaderLocation(shader, "runTime");
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								    int resolutionLoc = GetShaderLocation(shader, "resolution");
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								    float resolution[2] = { (float)screenWidth, (float)screenHeight };
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								    SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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								    float runTime = 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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								        // Check if screen is resized
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								        //----------------------------------------------------------------------------------
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								        if(IsWindowResized())
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								        {
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								            screenWidth = GetScreenWidth();
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								            screenHeight = GetScreenHeight();
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								            float resolution[2] = { (float)screenWidth, (float)screenHeight };
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								            SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
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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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								        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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								        float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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								        float deltaTime = GetFrameTime();
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								        runTime += deltaTime;
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								        // Set shader required uniform values
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								        SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
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								        SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
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								        SetShaderValue(shader, runTimeLoc, &runTime, 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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								            // We only draw a white full-screen rectangle,
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								            // frame is generated in shader using raymarching
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								            BeginShaderMode(shader);
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								                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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								            EndShaderMode();
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								            DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
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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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								    CloseWindow();                  // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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