Some example tweaks
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@ -18,6 +18,12 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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@ -37,7 +43,7 @@ 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, "resources/shaders/glsl330/raymarching.fs");
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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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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Shader texture drawing
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* raylib [textures] example - Texture drawing
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*
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* This example illustrates how to draw on a blank texture using a shader
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*
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@ -13,6 +13,12 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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@ -20,14 +26,14 @@ int main()
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader texture drawing");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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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, "resources/shaders/glsl330/cubes_panning.fs");
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Shader shader = LoadShader(0, FormatText("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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