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https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Fixed trailing whitespace
- Removed trailing whitespace from bindings and examples.
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@ -23,19 +23,19 @@ public partial class shaders_custom_uniform
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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public static int Main()
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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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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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// Define the camera to look into our 3d world
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Camera3D camera = new Camera3D();
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camera.position = new Vector3( 8.0f, 8.0f, 8.0f );
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@ -43,92 +43,92 @@ public partial class shaders_custom_uniform
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camera.up = new Vector3( 0.0f, 1.0f, 0.0f );
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
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model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set model diffuse texture
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Vector3 position = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
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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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int swirlCenterLoc = GetShaderLocation(shader, "center");
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float[] swirlCenter = new float[2] { (float)screenWidth/2, (float)screenHeight/2 };
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Setup orbital camera
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SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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Vector2 mousePosition = GetMousePosition();
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swirlCenter[0] = mousePosition.x;
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swirlCenter[1] = screenHeight - mousePosition.y;
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
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UpdateCamera(ref camera); // Update camera
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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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BeginTextureMode(target); // Enable drawing to texture
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BeginMode3D(camera);
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DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, new Rectangle( 0, 0, target.texture.width, -target.texture.height ), new Vector2( 0, 0 ), WHITE);
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EndShaderMode();
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DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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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); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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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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}
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}
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