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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - fog
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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).
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								*
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								*   This example has been created using raylib 2.5 (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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								*   Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Chris Camacho (@codifies -  http://bedroomcoders.co.uk/) notes:
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								*
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								*   This is based on the PBR lighting example, but greatly simplified to aid learning...
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								*   actually there is very little of the PBR example left!
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								*   When I first looked at the bewildering complexity of the PBR example I feared
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								*   I would never understand how I could do simple lighting with raylib however its
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								*   a testement to the authors of raylib (including rlights.h) that the example
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								*   came together fairly quickly.
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								*
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								*   Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "raymath.h"
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								#define RLIGHTS_IMPLEMENTATION
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								#include "rlights.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 - fog");
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								    // Define the camera to look into our 3d world
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								    Camera camera = { 
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								        (Vector3){ 2.0f, 2.0f, 6.0f },      // position
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								        (Vector3){ 0.0f, 0.5f, 0.0f },      // target
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								        (Vector3){ 0.0f, 1.0f, 0.0f },      // up
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								        45.0f, CAMERA_PERSPECTIVE };        // fov, type
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								    // Load models and texture
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								    Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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								    Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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								    Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
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								    Texture texture = LoadTexture("resources/texel_checker.png");
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								    // Assign texture to default model material
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								    modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
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								    modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
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								    modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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								    // Load shader and set up some uniforms
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								    Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), 
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								                               FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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								    shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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								    shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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								    // Ambient light level
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								    int ambientLoc = GetShaderLocation(shader, "ambient");
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								    SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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								    float fogDensity = 0.15f;
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								    int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
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								    SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
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								    // NOTE: All models share the same shader
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								    modelA.materials[0].shader = shader;
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								    modelB.materials[0].shader = shader;
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								    modelC.materials[0].shader = shader;
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								    // Using just 1 point lights
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								    CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
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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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								        UpdateCamera(&camera);              // Update camera
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								        if (IsKeyDown(KEY_UP)) 
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								        {
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								            fogDensity += 0.001;
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								            if (fogDensity > 1.0) fogDensity = 1.0;
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								        }
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								        if (IsKeyDown(KEY_DOWN))
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								        {
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								            fogDensity -= 0.001;
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								            if (fogDensity < 0.0) fogDensity = 0.0;
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								        }
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								        SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
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								        // Rotate the torus
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								        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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								        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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								        // Update the light shader with the camera view position
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								        SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(GRAY);
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								            BeginMode3D(camera);
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								                // Draw the three models
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								                DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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								                DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
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								                DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
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								                for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
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								            EndMode3D();
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								            DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE);
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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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								    UnloadModel(modelA);        // Unload the model A
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								    UnloadModel(modelB);        // Unload the model B
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								    UnloadModel(modelC);        // Unload the model C
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								    UnloadTexture(texture);     // Unload the texture
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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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