RENAMED: FormatText() -> TextFormat()
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
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26f6a64a39
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36 changed files with 73 additions and 73 deletions
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@ -69,8 +69,8 @@ int main(void)
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modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some shader loactions
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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@ -51,7 +51,7 @@ int main(void)
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// Load postprocessing 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/swirl.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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@ -44,7 +44,7 @@ int main(void)
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// Load Eratosthenes 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/eratosthenes.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -67,8 +67,8 @@ int main(void)
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modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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// Load shader and set up some uniforms
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Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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@ -32,11 +32,11 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
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const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
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long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
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long fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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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(fragShaderFileName, GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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// Get shader locations for required uniforms
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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@ -68,13 +68,13 @@ int main(void)
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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{
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long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
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long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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// Check if shader file has been modified
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if (currentFragShaderModTime != fragShaderFileModTime)
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{
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// Try reloading updated shader
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Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
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Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded
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{
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@ -108,7 +108,7 @@ int main(void)
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
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DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
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shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
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if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
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@ -46,7 +46,7 @@ int main(void)
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// Load julia set 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/julia_set.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/julia_set.fs", GLSL_VERSION));
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// c constant to use in z^2 + c
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float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] };
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@ -48,7 +48,7 @@ int main(void)
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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, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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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[MAP_DIFFUSE].texture = texture; // Bind texture to model
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@ -81,7 +81,7 @@ int main(void)
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: 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/palette_switch.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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@ -84,18 +84,18 @@ int main(void)
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Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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int currentShader = FX_GRAYSCALE;
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@ -40,7 +40,7 @@ int main(void)
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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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Shader shader = LoadShader(0, TextFormat("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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@ -38,7 +38,7 @@ int main(void)
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: 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/grayscale.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -56,7 +56,7 @@ int main(void)
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Model model3 = LoadModelFromMesh(sphere);
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// Load the shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
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// Load and apply the diffuse texture (colour map)
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Texture texDiffuse = LoadTexture("resources/plasma.png");
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@ -118,8 +118,8 @@ int main(void)
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EndMode3D();
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DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
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DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE);
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DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
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DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
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DrawFPS(10, 10);
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@ -93,7 +93,7 @@ int main(void)
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// Use default vert shader
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Shader spotShader = LoadShader(0, FormatText("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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Shader spotShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// Get the locations of spots in the shader
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Spot spots[MAXSPOT];
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@ -35,7 +35,7 @@ int main(void)
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UnloadImage(imBlank);
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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float time = 0.0f;
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int timeLoc = GetShaderLocation(shader, "uTime");
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@ -39,7 +39,7 @@ int main(void)
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Texture2D texture = LoadTexture("resources/space.png");
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// Load shader and setup location points and values
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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int secondsLoc = GetShaderLocation(shader, "secondes");
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int freqXLoc = GetShaderLocation(shader, "freqX");
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