Remove unneeded comment
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df5514088e
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22 changed files with 25 additions and 24 deletions
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@ -90,7 +90,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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@ -78,6 +78,8 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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Vector2 mousePosition = GetMousePosition();
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swirlCenter[0] = mousePosition.x;
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@ -85,8 +87,6 @@ int main(void)
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
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UpdateCamera(&camera); // Update camera
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//----------------------------------------------------------------------------------
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// Draw
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@ -94,7 +94,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera);
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if (IsKeyDown(KEY_UP))
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{
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@ -70,7 +70,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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@ -118,7 +118,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera);
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if (IsKeyPressed(KEY_RIGHT)) currentShader++;
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else if (IsKeyPressed(KEY_LEFT)) currentShader--;
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@ -66,7 +66,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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UpdateCamera(&camera);
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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@ -93,6 +93,8 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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framesCounter++;
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rotation.x += 0.01f;
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rotation.y += 0.005f;
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@ -103,8 +105,6 @@ int main(void)
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// Rotate one of the models
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model1.transform = MatrixRotateXYZ(rotation);
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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