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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/*******************************************************************************************
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*
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* raylib [shaders] example - Raymarching shapes generation
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* raylib [shaders] example - raymarching rendering
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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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* Example complexity rating: [★★★★] 4/4
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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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* 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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*
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* This example has been created using raylib 2.0 (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 2.0, last time updated with raylib 4.2
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*
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* Copyright (c) 2018 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) 2018-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.ConfigFlags;
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namespace Examples.Shaders;
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public class Raymarching
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public class Raymarching : IExample
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{
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#if BROWSER
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public const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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public const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Raymarching";
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public string Title => "raylib [shaders] example - raymarching rendering";
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public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow;
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public bool CursorDisabled => true;
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private int screenWidth;
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private int screenHeight;
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private Camera3D camera;
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private Shader shader;
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private int viewEyeLoc;
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private int viewCenterLoc;
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private int runTimeLoc;
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private int resolutionLoc;
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private float runTime;
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public void Init()
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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camera = new();
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camera.Position = new Vector3(2.5f, 2.5f, 3.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.7f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 65.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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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, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
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// Get shader locations for required uniforms
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viewEyeLoc = GetShaderLocation(shader, "viewEye");
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viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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runTimeLoc = GetShaderLocation(shader, "runTime");
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resolutionLoc = GetShaderLocation(shader, "resolution");
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float[] resolution = { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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runTime = 0.0f;
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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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UpdateCamera(ref camera, CameraMode.FirstPerson);
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var deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
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// Check if screen is resized
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if (IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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var resolution = new float[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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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,
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// frame is generated in shader using raymarching
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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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DrawText(
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"(c) Raymarching shader by Iñigo Quilez. MIT License.",
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screenWidth - 280,
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screenHeight - 20,
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10,
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Color.Black
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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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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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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(ResizableWindow);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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InitWindow(800, 450, "raylib [shaders] example - raymarching rendering");
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Camera3D camera = new();
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camera.Position = new Vector3(2.5f, 2.5f, 3.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.7f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 65.0f;
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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, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
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// Get shader locations for required uniforms
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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int runTimeLoc = GetShaderLocation(shader, "runTime");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float[] resolution = { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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float runTime = 0.0f;
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SetTargetFPS(60);
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DisableCursor(); // Limit cursor to relative movement inside the window
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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 Raymarching();
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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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// Check if screen is resized
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//----------------------------------------------------------------------------------
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if (IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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resolution = new float[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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}
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Free);
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, runTimeLoc, runTime, 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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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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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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DrawText(
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"(c) Raymarching shader by Iñigo Quilez. MIT License.",
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screenWidth - 280,
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screenHeight - 20,
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10,
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Color.Black
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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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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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