feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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234 changed files with 38999 additions and 10578 deletions
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/*******************************************************************************************
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*
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* raylib [textures] example - Procedural images generation
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* raylib [textures] example - image generation
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*
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* This example has been created using raylib 1.8 (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 complexity rating: [★★☆☆] 2/4
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*
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* Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux)
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* Example originally created with raylib 1.8, last time updated with raylib 1.8
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*
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* Example contributed by Wilhem Barbier (@nounoursheureux) and reviewed by Ramon Santamaria (@raysan5)
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*
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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) 2017-2025 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -13,104 +19,147 @@ using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class ImageGeneration
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public partial class ImageGeneration : IExample
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{
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public const int NumTextures = 6;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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// Currently we have 8 generation algorithms but some have multiple purposes (Linear and Square Gradients)
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public const int NumTextures = 9;
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public string Name => "Textures / Image Generation";
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public string Title => "raylib [textures] example - image generation";
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private Texture2D[] textures;
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private int currentTexture;
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public void Init()
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{
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var verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, Color.Red, Color.Blue);
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var horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, Color.Red, Color.Blue);
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var diagonalGradient = GenImageGradientLinear(screenWidth, screenHeight, 45, Color.Red, Color.Blue);
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var radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, Color.White, Color.Black);
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var squareGradient = GenImageGradientSquare(screenWidth, screenHeight, 0.0f, Color.White, Color.Black);
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var isChecked = GenImageChecked(screenWidth, screenHeight, 32, 32, Color.Red, Color.Blue);
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var whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
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var perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
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var cellular = GenImageCellular(screenWidth, screenHeight, 32);
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textures = new Texture2D[NumTextures];
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textures[0] = LoadTextureFromImage(verticalGradient);
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textures[1] = LoadTextureFromImage(horizontalGradient);
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textures[2] = LoadTextureFromImage(diagonalGradient);
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textures[3] = LoadTextureFromImage(radialGradient);
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textures[4] = LoadTextureFromImage(squareGradient);
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textures[5] = LoadTextureFromImage(isChecked);
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textures[6] = LoadTextureFromImage(whiteNoise);
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textures[7] = LoadTextureFromImage(perlinNoise);
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textures[8] = LoadTextureFromImage(cellular);
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// Unload image data (CPU RAM)
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UnloadImage(verticalGradient);
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UnloadImage(horizontalGradient);
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UnloadImage(diagonalGradient);
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UnloadImage(radialGradient);
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UnloadImage(squareGradient);
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UnloadImage(isChecked);
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UnloadImage(whiteNoise);
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UnloadImage(perlinNoise);
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UnloadImage(cellular);
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currentTexture = 0;
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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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if (IsMouseButtonPressed(MouseButton.Left) || IsKeyPressed(KeyboardKey.Right))
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{
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// Cycle between the textures
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currentTexture = (currentTexture + 1) % NumTextures;
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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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DrawTexture(textures[currentTexture], 0, 0, Color.White);
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DrawRectangle(30, 400, 325, 30, Fade(Color.SkyBlue, 0.5f));
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DrawRectangleLines(30, 400, 325, 30, Fade(Color.White, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, Color.White);
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switch (currentTexture)
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{
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case 0:
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DrawText("VERTICAL GRADIENT", 560, 10, 20, Color.RayWhite);
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break;
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case 1:
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DrawText("HORIZONTAL GRADIENT", 540, 10, 20, Color.RayWhite);
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break;
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case 2:
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DrawText("DIAGONAL GRADIENT", 540, 10, 20, Color.RayWhite);
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break;
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case 3:
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DrawText("RADIAL GRADIENT", 580, 10, 20, Color.LightGray);
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break;
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case 4:
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DrawText("SQUARE GRADIENT", 580, 10, 20, Color.LightGray);
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break;
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case 5:
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DrawText("CHECKED", 680, 10, 20, Color.RayWhite);
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break;
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case 6:
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DrawText("WHITE NOISE", 640, 10, 20, Color.Red);
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break;
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case 7:
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DrawText("PERLIN NOISE", 640, 10, 20, Color.Red);
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break;
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case 8:
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DrawText("CELLULAR", 670, 10, 20, Color.RayWhite);
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break;
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default:
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break;
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}
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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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for (var i = 0; i < textures.Length; i++)
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{
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UnloadTexture(textures[i]);
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
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Image verticalGradient = GenImageGradientLinear(screenWidth, screenHeight, 0, Color.Red, Color.Blue);
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Image horizontalGradient = GenImageGradientLinear(screenWidth, screenHeight, 90, Color.Red, Color.Blue);
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Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, Color.White, Color.Black);
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Image isChecked = GenImageChecked(screenWidth, screenHeight, 32, 32, Color.Red, Color.Blue);
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Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
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Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
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Texture2D[] textures = new Texture2D[NumTextures];
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textures[0] = LoadTextureFromImage(verticalGradient);
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textures[1] = LoadTextureFromImage(horizontalGradient);
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textures[2] = LoadTextureFromImage(radialGradient);
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textures[3] = LoadTextureFromImage(isChecked);
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textures[4] = LoadTextureFromImage(whiteNoise);
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textures[5] = LoadTextureFromImage(cellular);
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UnloadImage(verticalGradient);
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UnloadImage(horizontalGradient);
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UnloadImage(radialGradient);
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UnloadImage(isChecked);
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UnloadImage(whiteNoise);
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UnloadImage(cellular);
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int currentTexture = 0;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - image generation");
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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var game = new ImageGeneration();
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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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if (IsMouseButtonPressed(MouseButton.Left) || IsKeyPressed(KeyboardKey.Right))
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{
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// Cycle between the textures
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currentTexture = (currentTexture + 1) % NumTextures;
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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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DrawTexture(textures[currentTexture], 0, 0, Color.White);
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DrawRectangle(30, 400, 325, 30, ColorAlpha(Color.SkyBlue, 0.5f));
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DrawRectangleLines(30, 400, 325, 30, ColorAlpha(Color.White, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, Color.White);
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switch (currentTexture)
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{
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case 0:
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DrawText("VERTICAL GRADIENT", 560, 10, 20, Color.RayWhite);
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break;
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case 1:
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DrawText("HORIZONTAL GRADIENT", 540, 10, 20, Color.RayWhite);
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break;
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case 2:
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DrawText("RADIAL GRADIENT", 580, 10, 20, Color.LightGray);
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break;
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case 3:
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DrawText("CHECKED", 680, 10, 20, Color.RayWhite);
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break;
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case 4:
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DrawText("Color.WHITE NOISE", 640, 10, 20, Color.Red);
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break;
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case 5:
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DrawText("CELLULAR", 670, 10, 20, Color.RayWhite);
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break;
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default:
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break;
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}
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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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for (int i = 0; i < textures.Length; i++)
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{
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UnloadTexture(textures[i]);
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}
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CloseWindow();
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//--------------------------------------------------------------------------------------
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