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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - write depth buffer
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								*
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								*   Example complexity rating: [★★★★] 4/4
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								*
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								*   Example originally created with raylib 4.2, last time updated with raylib 4.2
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								*
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								*   Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) and reviewed by Ramon Santamaria (@raysan5)
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								*
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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "rlgl.h"
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								#include "raymath.h"
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								#include <math.h>   // Required for: tanf()
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								#if defined(PLATFORM_DESKTOP)
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								    #define GLSL_VERSION            330
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								#else   // PLATFORM_ANDROID, PLATFORM_WEB
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								    #define GLSL_VERSION            100
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								#endif
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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								typedef struct {
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								    unsigned int camPos;
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								    unsigned int camDir;
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								    unsigned int screenCenter;
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								} RayLocs;
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								//------------------------------------------------------------------------------------
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								// Module Functions Declaration
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								//------------------------------------------------------------------------------------
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								// Load custom render texture, create a writable depth texture buffer
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								static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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								// Unload render texture from GPU memory (VRAM)
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								static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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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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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
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								    // This Shader calculates pixel depth and color using raymarch
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								    Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
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								    // This Shader is a standard rasterization fragment shader with the addition of depth writing
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								    // You are required to write depth for all shaders if one shader does it
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								    Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
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								    // Declare Struct used to store camera locs
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								    RayLocs marchLocs = {0};
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								    // Fill the struct with shader locs
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								    marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
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								    marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
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								    marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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								    // Transfer screenCenter position to shader. Which is used to calculate ray direction
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								    Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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								    SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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								    // Use Customized function to create writable depth texture buffer
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								    RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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								    // Define the camera to look into our 3d world
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								    Camera camera = {
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								        .position = (Vector3){ 0.5f, 1.0f, 1.5f },    // Camera position
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								        .target = (Vector3){ 0.0f, 0.5f, 0.0f },      // Camera looking at point
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								        .up = (Vector3){ 0.0f, 1.0f, 0.0f },          // Camera up vector (rotation towards target)
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								        .fovy = 45.0f,                                // Camera field-of-view Y
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								        .projection = CAMERA_PERSPECTIVE              // Camera projection type
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								    };
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								    // Camera FOV is pre-calculated in the camera distance
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								    float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
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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, CAMERA_ORBITAL);
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								        // Update Camera Postion in the ray march shader
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								        SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
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								        // Update Camera Looking Vector. Vector length determines FOV
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								        Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
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								        SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        // Draw into our custom render texture (framebuffer)
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								        BeginTextureMode(target);
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								            ClearBackground(WHITE);
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								            // Raymarch Scene
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								            rlEnableDepthTest(); // Manually enable Depth Test to handle multiple rendering methods
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								            BeginShaderMode(shdrRaymarch);
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								                DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
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								            EndShaderMode();
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								            // Rasterize Scene
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								            BeginMode3D(camera);
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								                BeginShaderMode(shdrRaster);
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								                    DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
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								                    DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE);
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								                    DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN);
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								                    DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW);
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								                    DrawGrid(10, 1.0f);
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								                EndShaderMode();
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								            EndMode3D();
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								        EndTextureMode();
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								        // Draw into screen our custom render texture
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
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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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								    UnloadRenderTextureDepthTex(target);
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								    UnloadShader(shdrRaymarch);
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								    UnloadShader(shdrRaster);
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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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								//------------------------------------------------------------------------------------
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								// Module Functions Definition
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								//------------------------------------------------------------------------------------
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								// Load custom render texture, create a writable depth texture buffer
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								static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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								{
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								    RenderTexture2D target = { 0 };
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								    target.id = rlLoadFramebuffer(); // Load an empty framebuffer
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								    if (target.id > 0)
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								    {
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								        rlEnableFramebuffer(target.id);
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								        // Create color texture (default to RGBA)
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								        target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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								        target.texture.width = width;
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								        target.texture.height = height;
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								        target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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								        target.texture.mipmaps = 1;
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								        // Create depth texture buffer (instead of raylib default renderbuffer)
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								        target.depth.id = rlLoadTextureDepth(width, height, false);
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								        target.depth.width = width;
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								        target.depth.height = height;
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								        target.depth.format = 19;       //DEPTH_COMPONENT_24BIT?
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								        target.depth.mipmaps = 1;
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								        // Attach color texture and depth texture to FBO
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								        rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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								        rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
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								        // Check if fbo is complete with attachments (valid)
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							 | 
							
								        if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
							 | 
						
						
						
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								        rlDisableFramebuffer();
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							| 
								
							 | 
							
								    }
							 | 
						
						
						
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							 | 
							
								    else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
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								    return target;
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								}
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							 | 
							
								// Unload render texture from GPU memory (VRAM)
							 | 
						
						
						
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								static void UnloadRenderTextureDepthTex(RenderTexture2D target)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    if (target.id > 0)
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        // Color texture attached to FBO is deleted
							 | 
						
						
						
							| 
								
							 | 
							
								        rlUnloadTexture(target.texture.id);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlUnloadTexture(target.depth.id);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // NOTE: Depth texture is automatically
							 | 
						
						
						
							| 
								
							 | 
							
								        // queried and deleted before deleting framebuffer
							 | 
						
						
						
							| 
								
							 | 
							
								        rlUnloadFramebuffer(target.id);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |