Review literals type
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [lighting] example - Basic Phong lighting
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* raylib [shaders] example - Blinn-Phong lighting
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*
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* This example has been created using raylib 1.3 (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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@ -22,14 +22,14 @@ int main()
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - blinn-phong lighting");
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SetTargetFPS(60);
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// Camera initialization
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Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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// Model initialization
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Vector3 position = { 0.0, 0.0, 0.0 };
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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Model model = LoadModel("resources/model/dwarf.obj");
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Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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SetModelShader(&model, shader);
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@ -54,7 +54,7 @@ int main()
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Material matBlinn;
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// Light initialization
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light.position = (Vector3){ 5.0f, 1.0f, 1.0f };
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light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
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light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
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light.intensity = 1.0f;
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light.diffuse = WHITE;
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@ -129,7 +129,9 @@ int main()
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Begin3dMode(camera);
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DrawModel(model, position, 4.0f, matBlinn.diffuse);
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DrawSphere(light.position, 1.0f, YELLOW);
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DrawSphere(light.position, 0.5f, GOLD);
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DrawGrid(20, 1.0f);
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End3dMode();
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