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Update/merge examples back into main repo (#192)
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Examples/Shaders/BasicLighting.cs
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Examples/Shaders/BasicLighting.cs
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/*******************************************************************************************
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*
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* raylib [shaders] example - basic lighting
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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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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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* This example has been created using raylib 2.5 (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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*
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
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*
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* This is based on the PBR lighting example, but greatly simplified to aid learning...
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* actually there is very little of the PBR example left!
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* When I first looked at the bewildering complexity of the PBR example I feared
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* I would never understand how I could do simple lighting with raylib however its
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* a testement to the authors of raylib (including rlights.h) that the example
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* came together fairly quickly.
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and 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 Examples.Rlights;
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namespace Examples.Shaders;
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public class BasicLighting
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{
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const int GLSL_VERSION = 330;
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public unsafe 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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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(2.0f, 4.0f, 6.0f);
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
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// Load plane model from a generated mesh
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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Shader shader = LoadShader(
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"resources/shaders/glsl330/lighting.vs",
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"resources/shaders/glsl330/lighting.fs"
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);
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// Get some required shader loactions
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shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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float[] ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
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Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.SHADER_UNIFORM_VEC4);
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// Assign out lighting shader to model
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model.Materials[0].Shader = shader;
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cube.Materials[0].Shader = shader;
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// Using 4 point lights: Color.gold, Color.red, Color.green and Color.blue
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Light[] lights = new Light[4];
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lights[0] = CreateLight(
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0,
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LightType.Point,
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new Vector3(-2, 1, -2),
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Vector3.Zero,
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Color.YELLOW,
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shader
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);
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lights[1] = CreateLight(
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1,
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LightType.Point,
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new Vector3(2, 1, 2),
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Vector3.Zero,
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Color.RED,
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shader
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);
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lights[2] = CreateLight(
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2,
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LightType.Point,
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new Vector3(-2, 1, 2),
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Vector3.Zero,
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Color.GREEN,
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shader
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);
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lights[3] = CreateLight(
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3,
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LightType.Point,
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new Vector3(2, 1, -2),
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Vector3.Zero,
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Color.BLUE,
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shader
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);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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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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UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
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if (IsKeyPressed(KeyboardKey.KEY_Y))
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{
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lights[0].Enabled = !lights[0].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_R))
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{
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lights[1].Enabled = !lights[1].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_G))
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{
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lights[2].Enabled = !lights[2].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_B))
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{
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lights[3].Enabled = !lights[3].Enabled;
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}
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// Update light values (actually, only enable/disable them)
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UpdateLightValues(shader, lights[0]);
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UpdateLightValues(shader, lights[1]);
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UpdateLightValues(shader, lights[2]);
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UpdateLightValues(shader, lights[3]);
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// Update the light shader with the camera view position
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Raylib.SetShaderValue(
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shader,
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shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW],
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camera.Position,
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ShaderUniformDataType.SHADER_UNIFORM_VEC3
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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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BeginMode3D(camera);
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DrawModel(model, Vector3.Zero, 1.0f, Color.WHITE);
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DrawModel(cube, Vector3.Zero, 1.0f, Color.WHITE);
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// Draw markers to show where the lights are
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if (lights[0].Enabled)
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{
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DrawSphereEx(lights[0].Position, 0.2f, 8, 8, Color.YELLOW);
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}
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else
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{
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DrawSphereWires(lights[0].Position, 0.2f, 8, 8, ColorAlpha(Color.YELLOW, 0.3f));
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}
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if (lights[1].Enabled)
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{
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DrawSphereEx(lights[1].Position, 0.2f, 8, 8, Color.RED);
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}
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else
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{
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DrawSphereWires(lights[1].Position, 0.2f, 8, 8, ColorAlpha(Color.RED, 0.3f));
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}
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if (lights[2].Enabled)
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{
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DrawSphereEx(lights[2].Position, 0.2f, 8, 8, Color.GREEN);
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}
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else
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{
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DrawSphereWires(lights[2].Position, 0.2f, 8, 8, ColorAlpha(Color.GREEN, 0.3f));
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}
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if (lights[3].Enabled)
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{
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DrawSphereEx(lights[3].Position, 0.2f, 8, 8, Color.BLUE);
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}
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else
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{
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DrawSphereWires(lights[3].Position, 0.2f, 8, 8, ColorAlpha(Color.BLUE, 0.3f));
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawFPS(10, 10);
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DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model);
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UnloadModel(cube);
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UnloadShader(shader);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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