Remove deprecated phong lighting shaders and example
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// Light uniform values
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uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
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uniform float lightIntensity = 1.0;
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uniform float lightSpecIntensity = 1.0;
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// Material uniform values
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uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
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uniform float matGlossiness = 50.0;
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// World uniform values
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Fragment shader output data
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out vec4 fragColor;
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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{
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return (matAmbientColor*lightAmbientColor);
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}
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// Calculate diffuse lighting component
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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{
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
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}
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// Calculate specular lighting component
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0.0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if (dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + matGlossiness);
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}
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return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
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}
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void main()
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{
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// Normalize input vectors
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vec3 L = normalize(lightPosition);
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vec3 V = normalize(cameraPosition);
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vec3 N = normalize(fragNormal);
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// Calculate lighting components
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vec3 ambient = AmbientLighting();
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vec3 diffuse = DiffuseLighting(N, L);
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vec3 specular = SpecularLighting(N, L, V);
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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uniform mat4 modelMatrix;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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/*******************************************************************************************
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*
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* raylib [shaders] example - Basic lighting: Blinn-Phong
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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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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define SHININESS_SPEED 1.0f
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#define LIGHT_SPEED 0.25f
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// Light type
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typedef struct Light {
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Vector3 position;
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Vector3 direction;
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float intensity;
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float specIntensity;
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Color diffuse;
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Color ambient;
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Color specular;
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} Light;
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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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 [shaders] example - basic lighting");
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// Camera initialization
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Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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// Model initialization
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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/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
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int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
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int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
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int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
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int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
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// Camera and light vectors shader locations
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int cameraLoc = GetShaderLocation(shader, "cameraPosition");
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int lightLoc = GetShaderLocation(shader, "lightPosition");
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// Model and View matrix locations (required for lighting)
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int modelLoc = GetShaderLocation(shader, "modelMatrix");
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//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
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// Light and material definitions
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Light light;
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Material matBlinn;
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// Light initialization
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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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light.ambient = (Color){ 150, 75, 0, 255 };
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light.specular = WHITE;
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light.specIntensity = 1.0f;
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// Material initialization
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matBlinn.colDiffuse = WHITE;
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matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
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matBlinn.colSpecular = WHITE;
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matBlinn.glossiness = 50.0f;
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// Setup camera
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SetCameraMode(CAMERA_FREE); // Set camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera position
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// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
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SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
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//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
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// Glossiness input control
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if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
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else if(IsKeyDown(KEY_DOWN))
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{
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matBlinn.glossiness -= SHININESS_SPEED;
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if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
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}
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// Light X movement
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if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
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else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
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// Light Y movement
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if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
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else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
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// Light Z movement
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if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
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else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
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// Send light values to shader
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SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
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SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
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SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
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SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
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SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
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// Send material values to shader
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SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
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SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
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SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
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// Send camera and light transform values to shader
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SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
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SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
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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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DrawFPS(10, 10); // Draw FPS
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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UnloadModel(model);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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