Review ALL examples
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96 changed files with 1301 additions and 1317 deletions
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@ -24,13 +24,13 @@
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#define GLSL_VERSION 100
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#endif
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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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 - raymarching shapes");
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Camera camera = { 0 };
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@ -44,7 +44,7 @@ int main()
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// Load raymarching shader
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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, FormatText("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
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// Get shader locations for required uniforms
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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@ -72,7 +72,7 @@ int main()
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float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
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float cameraUp[3] = { camera.up.x, camera.up.y, camera.up.z };
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float deltaTime = GetFrameTime();
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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