WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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@ -1,34 +1,47 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Color palette switch
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* raylib [shaders] example - palette switch
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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 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 2.3 (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 2.5, last time updated with raylib 3.7
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*
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* Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Marco Lizza (@MarcoLizza) and 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) 2019-2025 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class PaletteSwitch
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public class PaletteSwitch : IExample
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{
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const int GlslVersion = 330;
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const int ColorsPerPalette = 8;
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const int VALUES_PER_COLOR = 3;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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static int[][] Palettes = new int[][] {
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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 ColorsPerPalette = 8;
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private const int VALUES_PER_COLOR = 3;
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public string Name => "Shaders / Palette Switch";
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public string Title => "raylib [shaders] example - palette switch";
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private int[][] Palettes = new int[][] {
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// 3-BIT RGB
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new int[] {
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0, 0, 0,
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@ -64,101 +77,119 @@ public class PaletteSwitch
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}
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};
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static string[] PaletteText = new string[] {
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private string[] PaletteText = new string[] {
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"3-BIT RGB",
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"AMMO-8 (GameBoy-like)",
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"RKBV (2-strip film)"
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};
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private Shader shader;
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private int paletteLoc;
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private int currentPalette;
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private int lineHeight;
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public void Init()
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{
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/palette_switch.fs");
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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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paletteLoc = GetShaderLocation(shader, "palette");
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currentPalette = 0;
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lineHeight = screenHeight / ColorsPerPalette;
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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 (IsKeyPressed(KeyboardKey.Right))
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{
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currentPalette++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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currentPalette--;
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}
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if (currentPalette >= Palettes.Length)
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{
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currentPalette = 0;
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}
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else if (currentPalette < 0)
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{
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currentPalette = Palettes.Length - 1;
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}
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// Send palette data to the shader to be used on drawing
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// NOTE: We are sending RGB triplets w/o the alpha channel
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Raylib.SetShaderValueV(
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shader,
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paletteLoc,
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Palettes[currentPalette],
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ShaderUniformDataType.IVec3,
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ColorsPerPalette
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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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BeginShaderMode(shader);
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for (var i = 0; i < ColorsPerPalette; i++)
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{
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// Draw horizontal screen-wide rectangles with increasing "palette index"
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// The used palette index is encoded in the RGB components of the pixel
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DrawRectangle(0, lineHeight * i, GetScreenWidth(), lineHeight, new Color(i, i, i, 255));
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}
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EndShaderMode();
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DrawText("< >", 10, 10, 30, Color.DarkBlue);
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DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RayWhite);
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DrawText(PaletteText[currentPalette], 300, 15, 20, Color.Red);
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DrawFPS(700, 15);
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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); // Unload 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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/palette_switch.fs");
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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 paletteLoc = GetShaderLocation(shader, "palette");
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int currentPalette = 0;
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int lineHeight = screenHeight / ColorsPerPalette;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new PaletteSwitch();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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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if (IsKeyPressed(KeyboardKey.Right))
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{
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currentPalette++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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currentPalette--;
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}
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if (currentPalette >= Palettes.Length)
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{
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currentPalette = 0;
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}
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else if (currentPalette < 0)
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{
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currentPalette = Palettes.Length - 1;
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}
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// Send new value to the shader to be used on drawing.
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// NOTE: We are sending RGB triplets w/o the alpha channel
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Raylib.SetShaderValueV(
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shader,
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paletteLoc,
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Palettes[currentPalette],
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ShaderUniformDataType.IVec3,
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ColorsPerPalette
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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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BeginShaderMode(shader);
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for (int i = 0; i < ColorsPerPalette; i++)
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{
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// Draw horizontal screen-wide rectangles with increasing "palette index"
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// The used palette index is encoded in the RGB components of the pixel
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DrawRectangle(0, lineHeight * i, GetScreenWidth(), lineHeight, new Color(i, i, i, 255));
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}
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EndShaderMode();
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DrawText("< >", 10, 10, 30, Color.DarkBlue);
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DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RayWhite);
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DrawText(PaletteText[currentPalette], 300, 15, 20, Color.Red);
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DrawFPS(700, 15);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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