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https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Update enum/color names to match C# naming convention (#224)
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@ -62,14 +62,14 @@ public class TextureWaves
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shader,
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GetShaderLocation(shader, "size"),
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screenSize,
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ShaderUniformDataType.SHADER_UNIFORM_VEC2
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ShaderUniformDataType.Vec2
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);
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Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.Float);
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float seconds = 0.0f;
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@ -83,18 +83,18 @@ public class TextureWaves
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//----------------------------------------------------------------------------------
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seconds += GetFrameTime();
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Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.Float);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RAYWHITE);
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ClearBackground(Color.RayWhite);
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BeginShaderMode(shader);
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DrawTexture(texture, 0, 0, Color.WHITE);
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DrawTexture(texture, texture.Width, 0, Color.WHITE);
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DrawTexture(texture, 0, 0, Color.White);
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DrawTexture(texture, texture.Width, 0, Color.White);
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EndShaderMode();
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