feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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/*******************************************************************************************
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*
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* raylib [shaders] example - Hot reloading
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* raylib [shaders] example - hot reloading
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
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*
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* This example has been created using raylib 3.0 (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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* Example originally created with raylib 3.0, last time updated with raylib 3.5
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*
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* Copyright (c) 2020 Ramon Santamaria (@raysan5)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class HotReloading
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public class HotReloading : IExample
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{
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shaders / Hot Reloading";
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public string Title => "raylib [shaders] example - hot reloading";
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private string fragShaderFileName;
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private Shader shader;
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private int resolutionLoc;
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private int mouseLoc;
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private int timeLoc;
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private float[] resolution;
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private float totalTime;
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#if !BROWSER
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private long fragShaderFileModTime;
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private bool shaderAutoReloading;
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#endif
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public void Init()
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{
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fragShaderFileName = $"resources/shaders/glsl{GlslVersion}/reload.fs";
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#if !BROWSER
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fragShaderFileModTime = GetFileModTime(fragShaderFileName);
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#endif
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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 = LoadShader(null, fragShaderFileName);
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// Get shader locations for required uniforms
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resolutionLoc = GetShaderLocation(shader, "resolution");
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mouseLoc = GetShaderLocation(shader, "mouse");
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timeLoc = GetShaderLocation(shader, "time");
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resolution = new[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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totalTime = 0.0f;
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#if !BROWSER
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shaderAutoReloading = false;
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#endif
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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totalTime += GetFrameTime();
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var mouse = GetMousePosition();
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var mousePos = new[] { mouse.X, mouse.Y };
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
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#if !BROWSER
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
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{
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var currentFragShaderModTime = GetFileModTime(fragShaderFileName);
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// Check if shader file has been modified
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if (currentFragShaderModTime != fragShaderFileModTime)
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{
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// Try reloading updated shader
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var updatedShader = LoadShader(null, fragShaderFileName);
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// It was correctly loaded
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if (updatedShader.Id != Rlgl.GetShaderIdDefault())
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{
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UnloadShader(shader);
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shader = updatedShader;
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// Get shader locations for required uniforms
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resolutionLoc = GetShaderLocation(shader, "resolution");
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mouseLoc = GetShaderLocation(shader, "mouse");
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timeLoc = GetShaderLocation(shader, "time");
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// Reset required uniforms
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Raylib.SetShaderValue(
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shader,
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resolutionLoc,
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resolution,
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ShaderUniformDataType.Vec2
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);
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}
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fragShaderFileModTime = currentFragShaderModTime;
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}
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}
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if (IsKeyPressed(KeyboardKey.A))
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{
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shaderAutoReloading = !shaderAutoReloading;
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}
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#endif
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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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// We only draw a white full-screen rectangle, frame is generated in shader
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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#if BROWSER
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DrawText("Shader generates the frame in real time", 10, 10, 10, Color.Black);
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#else
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var info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
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DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
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if (!shaderAutoReloading)
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{
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DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
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}
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var lastModification = DateTimeOffset.FromUnixTimeSeconds(fragShaderFileModTime).LocalDateTime.ToString();
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DrawText($"Shader last modification: {lastModification}", 10, 430, 10, Color.Black);
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#endif
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadShader(shader);
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
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string fragShaderFileName = "resources/shaders/glsl330/reload.fs";
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long fragShaderFileModTime = GetFileModTime(fragShaderFileName);
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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(null, fragShaderFileName);
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// Get shader locations for required uniforms
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int mouseLoc = GetShaderLocation(shader, "mouse");
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int timeLoc = GetShaderLocation(shader, "time");
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float[] resolution = new[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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float totalTime = 0.0f;
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bool shaderAutoReloading = false;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new HotReloading();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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totalTime += GetFrameTime();
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Vector2 mouse = GetMousePosition();
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float[] mousePos = new[] { mouse.X, mouse.Y };
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
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{
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long currentFragShaderModTime = GetFileModTime(fragShaderFileName);
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// Check if shader file has been modified
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if (currentFragShaderModTime != fragShaderFileModTime)
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{
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// Try reloading updated shader
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Shader updatedShader = LoadShader(null, fragShaderFileName);
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// It was correctly loaded
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if (updatedShader.Id != 0) //rlGetShaderIdDefault())
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{
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UnloadShader(shader);
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shader = updatedShader;
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// Get shader locations for required uniforms
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resolutionLoc = GetShaderLocation(shader, "resolution");
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mouseLoc = GetShaderLocation(shader, "mouse");
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timeLoc = GetShaderLocation(shader, "time");
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// Reset required uniforms
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Raylib.SetShaderValue(
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shader,
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resolutionLoc,
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resolution,
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ShaderUniformDataType.Vec2
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);
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}
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fragShaderFileModTime = currentFragShaderModTime;
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}
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}
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if (IsKeyPressed(KeyboardKey.A))
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{
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shaderAutoReloading = !shaderAutoReloading;
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}
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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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// We only draw a white full-screen rectangle, frame is generated in shader
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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string info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
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DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
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if (!shaderAutoReloading)
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{
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DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
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}
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// DrawText($"Shader last modification: ", 10, 430, 10, Color.BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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