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https://github.com/raylib-cs/raylib-cs
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Add .editorconfig and apply formatting
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@ -1,91 +1,90 @@
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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namespace Raylib_cs;
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/// <summary>
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/// Material map index
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/// </summary>
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public enum MaterialMapIndex
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{
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/// <summary>
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/// Material map index
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/// NOTE: Same as MATERIAL_MAP_DIFFUSE
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/// </summary>
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public enum MaterialMapIndex
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{
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/// <summary>
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/// NOTE: Same as MATERIAL_MAP_DIFFUSE
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/// </summary>
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MATERIAL_MAP_ALBEDO = 0,
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/// <summary>
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/// NOTE: Same as MATERIAL_MAP_SPECULAR
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/// </summary>
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MATERIAL_MAP_METALNESS,
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MATERIAL_MAP_NORMAL,
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MATERIAL_MAP_ROUGHNESS,
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MATERIAL_MAP_OCCLUSION,
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MATERIAL_MAP_EMISSION,
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MATERIAL_MAP_HEIGHT,
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/// <summary>
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/// NOTE: Uses GL_TEXTURE_CUBE_MAP
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/// </summary>
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MATERIAL_MAP_CUBEMAP,
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/// <summary>
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/// NOTE: Uses GL_TEXTURE_CUBE_MAP
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/// </summary>
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MATERIAL_MAP_IRRADIANCE,
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/// <summary>
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/// NOTE: Uses GL_TEXTURE_CUBE_MAP
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/// </summary>
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MATERIAL_MAP_PREFILTER,
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MATERIAL_MAP_BRDF,
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MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO,
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MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS,
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}
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MATERIAL_MAP_ALBEDO = 0,
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/// <summary>
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/// Material texture map
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/// NOTE: Same as MATERIAL_MAP_SPECULAR
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct MaterialMap
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{
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/// <summary>
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/// Material map texture
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/// </summary>
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public Texture2D Texture;
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MATERIAL_MAP_METALNESS,
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/// <summary>
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/// Material map color
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/// </summary>
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public Color Color;
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/// <summary>
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/// Material map value
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/// </summary>
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public float Value;
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}
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MATERIAL_MAP_NORMAL,
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MATERIAL_MAP_ROUGHNESS,
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MATERIAL_MAP_OCCLUSION,
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MATERIAL_MAP_EMISSION,
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MATERIAL_MAP_HEIGHT,
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/// <summary>
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/// Material type (generic)
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/// NOTE: Uses GL_TEXTURE_CUBE_MAP
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Material
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{
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/// <summary>
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/// Material shader
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/// </summary>
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public Shader Shader;
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MATERIAL_MAP_CUBEMAP,
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//TODO: convert
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/// <summary>
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/// Material maps
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/// </summary>
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public MaterialMap* Maps;
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/// <summary>
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/// NOTE: Uses GL_TEXTURE_CUBE_MAP
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/// </summary>
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MATERIAL_MAP_IRRADIANCE,
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/// <summary>
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/// Material generic parameters (if required)
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/// </summary>
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public fixed float Param[4];
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}
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/// <summary>
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/// NOTE: Uses GL_TEXTURE_CUBE_MAP
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/// </summary>
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MATERIAL_MAP_PREFILTER,
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MATERIAL_MAP_BRDF,
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MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO,
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MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS,
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}
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/// <summary>
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/// Material texture map
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct MaterialMap
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{
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/// <summary>
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/// Material map texture
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/// </summary>
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public Texture2D Texture;
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/// <summary>
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/// Material map color
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/// </summary>
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public Color Color;
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/// <summary>
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/// Material map value
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/// </summary>
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public float Value;
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}
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/// <summary>
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/// Material type (generic)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Material
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{
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/// <summary>
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/// Material shader
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/// </summary>
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public Shader Shader;
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//TODO: convert
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/// <summary>
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/// Material maps
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/// </summary>
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public MaterialMap* Maps;
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/// <summary>
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/// Material generic parameters (if required)
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/// </summary>
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public fixed float Param[4];
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}
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