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								/*******************************************************************************************
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								*
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								*   raylib [core] example - render texture
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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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) 2025 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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 [core] example - render texture");
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								    // Define a render texture to render
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								    int renderTextureWidth = 300;
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								    int renderTextureHeight = 300;
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								    RenderTexture2D target = LoadRenderTexture(renderTextureWidth, renderTextureHeight);
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								    Vector2 ballPosition = { renderTextureWidth/2.0f, renderTextureHeight/2.0f };
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								    Vector2 ballSpeed = { 5.0f, 4.0f };
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								    int ballRadius = 20;
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								    float rotation = 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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								        // Update
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								        //-----------------------------------------------------
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								        // Ball movement logic
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								        ballPosition.x += ballSpeed.x;
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								        ballPosition.y += ballSpeed.y;
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								        // Check walls collision for bouncing
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								        if ((ballPosition.x >= (renderTextureWidth - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
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								        if ((ballPosition.y >= (renderTextureHeight - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
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								        // Render texture rotation
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								        rotation += 0.5f;
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								        //-----------------------------------------------------
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								        // Draw
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								        //-----------------------------------------------------
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								        // Draw our scene to the render texture
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								        BeginTextureMode(target);
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								            ClearBackground(SKYBLUE);
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								            DrawCircleV(ballPosition, (float)ballRadius, MAROON);
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								        EndTextureMode();
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								        // Draw render texture to main framebuffer
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            // Draw our render texture with rotation applied
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								            // NOTE: We set the origin of the texture to the center of the render texture
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								            DrawTexturePro(target.texture, 
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								                (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, 
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								                (Rectangle){ screenWidth/2, screenHeight/2, target.texture.width, -target.texture.height }, 
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								                (Vector2){ target.texture.width/2, target.texture.height/2 }, rotation, WHITE);
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								            DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK);
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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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								    CloseWindow();        // Close window and OpenGL context
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								    //----------------------------------------------------------
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								    return 0;
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								}
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