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								/*******************************************************************************************
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								*
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								*   raylib [shaders] example - Model shader
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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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								*   Example originally created with raylib 1.3, last time updated with raylib 3.7
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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) 2014-2022 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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								//------------------------------------------------------------------------------------
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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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								    SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
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								    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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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){ 4.0f, 4.0f, 4.0f };
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								    camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
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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.projection = CAMERA_PERSPECTIVE;
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								    Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
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								    Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture
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								    // Load shader for model
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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, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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								    model.materials[0].shader = shader;                     // Set shader effect to 3d model
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								    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
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								    Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
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								    SetCameraMode(camera, CAMERA_FREE);         // 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);
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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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								            BeginMode3D(camera);
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								                DrawModel(model, position, 0.2f, WHITE);   // Draw 3d model with texture
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								                DrawGrid(10, 1.0f);     // Draw a grid
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								            EndMode3D();
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								            DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, 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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								    CloseWindow();              // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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