| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib [shaders] example - spotlight rendering
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example complexity rating: [★★☆☆] 2/4
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example originally created with raylib 2.5, last time updated with raylib 3.7
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
							 | 
						
						
						
							| 
								
							 | 
							
								*   BSD-like license that allows static linking with closed source software
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								********************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   The shader makes alpha holes in the forground to give the appearance of a top
							 | 
						
						
						
							| 
								
							 | 
							
								*   down look at a spotlight casting a pool of light...
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   The right hand side of the screen there is just enough light to see whats
							 | 
						
						
						
							| 
								
							 | 
							
								*   going on without the spot light, great for a stealth type game where you
							 | 
						
						
						
							| 
								
							 | 
							
								*   have to avoid the spotlights
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   The left hand side of the screen is in pitch dark except for where the spotlights are
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Although this example doesn't scale like the letterbox example, you could integrate
							 | 
						
						
						
							| 
								
							 | 
							
								*   the two techniques, but by scaling the actual colour of the render texture rather
							 | 
						
						
						
							| 
								
							 | 
							
								*   than using alpha as a mask
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								********************************************************************************************/
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							| 
								
							 | 
							
								
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							| 
								
							 | 
							
								#include "raylib.h"
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#include "raymath.h"
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GLSL_VERSION            330
							 | 
						
						
						
							| 
								
							 | 
							
								#else   // PLATFORM_ANDROID, PLATFORM_WEB
							 | 
						
						
						
							| 
								
							 | 
							
								    #define GLSL_VERSION            100
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#define MAX_SPOTS         3        // NOTE: It must be the same as define in shader
							 | 
						
						
						
							| 
								
							 | 
							
								#define MAX_STARS       400
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Types and Structures Definition
							 | 
						
						
						
							| 
								
							 | 
							
								//----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Spot data
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Spot {
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 position;
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 speed;
							 | 
						
						
						
							| 
								
							 | 
							
								    float inner;
							 | 
						
						
						
							| 
								
							 | 
							
								    float radius;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Shader locations
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int positionLoc;
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int innerLoc;
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int radiusLoc;
							 | 
						
						
						
							| 
								
							 | 
							
								} Spot;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Stars in the star field have a position and velocity
							 | 
						
						
						
							| 
								
							 | 
							
								typedef struct Star {
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 position;
							 | 
						
						
						
							| 
								
							 | 
							
								    Vector2 speed;
							 | 
						
						
						
							| 
								
							 | 
							
								} Star;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Module Functions Declaration
							 | 
						
						
						
							| 
								
							 | 
							
								//--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								static void UpdateStar(Star *star);
							 | 
						
						
						
							| 
								
							 | 
							
								static void ResetStar(Star *star);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								// Program main entry point
							 | 
						
						
						
							| 
								
							 | 
							
								//------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								int main(void)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    // Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    const int screenWidth = 800;
							 | 
						
						
						
							| 
								
							 | 
							
								    const int screenHeight = 450;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering");
							 | 
						
						
						
							| 
								
							 | 
							
								    HideCursor();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture texRay = LoadTexture("resources/raysan.png");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    Star stars[MAX_STARS] = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Progress all the stars on, so they don't all start in the centre
							 | 
						
						
						
							| 
								
							 | 
							
								    for (int m = 0; m < screenWidth/2.0; m++)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    int frameCounter = 0;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Use default vert shader
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Get the locations of spots in the shader
							 | 
						
						
						
							| 
								
							 | 
							
								    Spot spots[MAX_SPOTS];
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    for (int i = 0; i < MAX_SPOTS; i++)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        char posName[32] = "spots[x].pos\0";
							 | 
						
						
						
							| 
								
							 | 
							
								        char innerName[32] = "spots[x].inner\0";
							 | 
						
						
						
							| 
								
							 | 
							
								        char radiusName[32] = "spots[x].radius\0";
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        posName[6] = '0' + i;
							 | 
						
						
						
							| 
								
							 | 
							
								        innerName[6] = '0' + i;
							 | 
						
						
						
							| 
								
							 | 
							
								        radiusName[6] = '0' + i;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].positionLoc = GetShaderLocation(shdrSpot, posName);
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Tell the shader how wide the screen is so we can have
							 | 
						
						
						
							| 
								
							 | 
							
								    // a pitch black half and a dimly lit half
							 | 
						
						
						
							| 
								
							 | 
							
								    unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
							 | 
						
						
						
							| 
								
							 | 
							
								    float sw = (float)GetScreenWidth();
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Randomize the locations and velocities of the spotlights
							 | 
						
						
						
							| 
								
							 | 
							
								    // and initialize the shader locations
							 | 
						
						
						
							| 
								
							 | 
							
								    for (int i = 0; i < MAX_SPOTS; i++)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].speed = (Vector2){ 0, 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            spots[i].speed.x = GetRandomValue(-400, 40)/25.0f;
							 | 
						
						
						
							| 
								
							 | 
							
								            spots[i].speed.y = GetRandomValue(-400, 40)/25.0f;
							 | 
						
						
						
							| 
								
							 | 
							
								        }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].inner = 28.0f*(i + 1);
							 | 
						
						
						
							| 
								
							 | 
							
								        spots[i].radius = 48.0f*(i + 1);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTargetFPS(60);               // Set  to run at 60 frames-per-second
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Main game loop
							 | 
						
						
						
							| 
								
							 | 
							
								    while (!WindowShouldClose())    // Detect window close button or ESC key
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        // Update
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								        frameCounter++;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Move the stars, resetting them if the go offscreen
							 | 
						
						
						
							| 
								
							 | 
							
								        for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Update the spots, send them to the shader
							 | 
						
						
						
							| 
								
							 | 
							
								        for (int i = 0; i < MAX_SPOTS; i++)
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            if (i == 0)
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                Vector2 mp = GetMousePosition();
							 | 
						
						
						
							| 
								
							 | 
							
								                spots[i].position.x = mp.x;
							 | 
						
						
						
							| 
								
							 | 
							
								                spots[i].position.y = screenHeight - mp.y;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								            else
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                spots[i].position.x += spots[i].speed.x;
							 | 
						
						
						
							| 
								
							 | 
							
								                spots[i].position.y += spots[i].speed.y;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
							 | 
						
						
						
							| 
								
							 | 
							
								                if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
							 | 
						
						
						
							| 
								
							 | 
							
								                if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
							 | 
						
						
						
							| 
								
							 | 
							
								                if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
							 | 
						
						
						
							| 
								
							 | 
							
								        }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Draw
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            ClearBackground(DARKBLUE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Draw stars and bobs
							 | 
						
						
						
							| 
								
							 | 
							
								            for (int n = 0; n < MAX_STARS; n++)
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                // Single pixel is just too small these days!
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            for (int i = 0; i < 16; i++)
							 | 
						
						
						
							| 
								
							 | 
							
								            {
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawTexture(texRay,
							 | 
						
						
						
							| 
								
							 | 
							
								                    (int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
							 | 
						
						
						
							| 
								
							 | 
							
								                    (int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								            }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            // Draw spot lights
							 | 
						
						
						
							| 
								
							 | 
							
								            BeginShaderMode(shdrSpot);
							 | 
						
						
						
							| 
								
							 | 
							
								                // Instead of a blank rectangle you could render here
							 | 
						
						
						
							| 
								
							 | 
							
								                // a render texture of the full screen used to do screen
							 | 
						
						
						
							| 
								
							 | 
							
								                // scaling (slight adjustment to shader would be required
							 | 
						
						
						
							| 
								
							 | 
							
								                // to actually pay attention to the colour!)
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								            EndShaderMode();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawFPS(10, 10);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawText("Move the mouse!", 10, 30, 20, GREEN);
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        EndDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // De-Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadTexture(texRay);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrSpot);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    CloseWindow();        // Close window and OpenGL context
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
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								    return 0;
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								}
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								//--------------------------------------------------------------------------------------
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								// Module Functions Definition
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								//--------------------------------------------------------------------------------------
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								static void ResetStar(Star *star)
							 | 
						
						
						
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								{
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							 | 
							
								    star->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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							 | 
							
								    
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								    star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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							 | 
							
								    star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
							 | 
						
						
						
							| 
								
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							 | 
							
								    while (!(fabs(star->speed.x) + (fabs(star->speed.y) > 1)))
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
							 | 
						
						
						
							| 
								
							 | 
							
								        star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
							 | 
						
						
						
							| 
								
							 | 
							
								    } 
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    star->position = Vector2Add(star->position, Vector2Multiply(star->speed, (Vector2){ 8.0f, 8.0f }));
							 | 
						
						
						
							| 
								
							 | 
							
								}
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							 | 
							
								
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							 | 
							
								static void UpdateStar(Star *star)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    star->position = Vector2Add(star->position, star->speed);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    if ((star->position.x < 0) || (star->position.x > GetScreenWidth()) ||
							 | 
						
						
						
							| 
								
							 | 
							
								        (star->position.y < 0) || (star->position.y > GetScreenHeight())) ResetStar(star);
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |