chore: clean up linter warnings
This commit is contained in:
parent
23b3659b1b
commit
dfc34997bc
217 changed files with 1863 additions and 1077 deletions
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@ -15,9 +15,6 @@
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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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namespace Examples.Shaders;
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public partial class AsciiRendering : IExample
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@ -20,8 +20,6 @@
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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 Examples.Shared;
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namespace Examples.Shaders;
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@ -19,9 +19,7 @@
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*
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********************************************************************************************/
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using System.Numerics;
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using Examples.Shared;
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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@ -18,9 +18,6 @@
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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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using static Raylib_cs.Raymath;
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using static Raylib_cs.Rlgl;
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using Examples.Shared;
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@ -18,8 +18,6 @@
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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 partial class ColorCorrection : IExample
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@ -85,10 +83,22 @@ public partial class ColorCorrection : IExample
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// Update
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//----------------------------------------------------------------------------------
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// Select texture to draw
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if (IsKeyPressed(KeyboardKey.One)) imageIndex = 0;
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else if (IsKeyPressed(KeyboardKey.Two)) imageIndex = 1;
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else if (IsKeyPressed(KeyboardKey.Three)) imageIndex = 2;
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else if (IsKeyPressed(KeyboardKey.Four)) imageIndex = 3;
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if (IsKeyPressed(KeyboardKey.One))
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{
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imageIndex = 0;
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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imageIndex = 1;
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}
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else if (IsKeyPressed(KeyboardKey.Three))
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{
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imageIndex = 2;
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}
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else if (IsKeyPressed(KeyboardKey.Four))
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{
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imageIndex = 3;
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}
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// Reset values to 0
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if (IsKeyPressed(KeyboardKey.R) || resetButtonClicked != 0)
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@ -20,9 +20,6 @@
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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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namespace Examples.Shaders;
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public class CustomUniform : IExample
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@ -17,9 +17,6 @@
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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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using Examples.Shared;
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namespace Examples.Shaders;
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@ -218,13 +215,31 @@ public partial class DeferredRendering : IExample
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if (IsKeyPressed(KeyboardKey.B)) { lights[3].Enabled = !lights[3].Enabled; }
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// Check key inputs to switch between G-buffer textures
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if (IsKeyPressed(KeyboardKey.One)) mode = DeferredMode.Position;
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if (IsKeyPressed(KeyboardKey.Two)) mode = DeferredMode.Normal;
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if (IsKeyPressed(KeyboardKey.Three)) mode = DeferredMode.Albedo;
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if (IsKeyPressed(KeyboardKey.Four)) mode = DeferredMode.Shading;
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if (IsKeyPressed(KeyboardKey.One))
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{
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mode = DeferredMode.Position;
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}
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if (IsKeyPressed(KeyboardKey.Two))
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{
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mode = DeferredMode.Normal;
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}
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if (IsKeyPressed(KeyboardKey.Three))
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{
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mode = DeferredMode.Albedo;
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}
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if (IsKeyPressed(KeyboardKey.Four))
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{
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mode = DeferredMode.Shading;
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}
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// Update light values (actually, only enable/disable them)
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for (var i = 0; i < MaxLights; i++) Rlights.UpdateLightValues(deferredShader, lights[i]);
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for (var i = 0; i < MaxLights; i++)
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{
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Rlights.UpdateLightValues(deferredShader, lights[i]);
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -295,9 +310,15 @@ public partial class DeferredRendering : IExample
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Rlgl.EnableShader(Rlgl.GetShaderIdDefault());
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for (var i = 0; i < MaxLights; i++)
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{
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if (lights[i].Enabled) DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
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else DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
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}
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if (lights[i].Enabled)
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{
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DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
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}
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else
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{
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DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
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}
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}
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Rlgl.DisableShader();
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EndMode3D();
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@ -15,9 +15,6 @@
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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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namespace Examples.Shaders;
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public class DepthRendering : IExample
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@ -27,9 +27,6 @@
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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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namespace Examples.Shaders;
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public class Eratosthenes : IExample
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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.Raymath;
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using Examples.Shared;
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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 partial class GameOfLife : IExample
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@ -186,15 +182,30 @@ public partial class GameOfLife : IExample
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var centerX = offsetX + (windowWidth / 2.0f) / zoom;
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var centerY = offsetY + (windowHeight / 2.0f) / zoom;
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if (buttonZoomIn || (mouseWheelMove > 0.0f)) zoom *= 2;
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if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1)) zoom /= 2;
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if (buttonZoomIn || (mouseWheelMove > 0.0f))
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{
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zoom *= 2;
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}
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if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1))
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{
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zoom /= 2;
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}
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offsetX = centerX - (windowWidth / 2.0f) / zoom;
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offsetY = centerY - (windowHeight / 2.0f) / zoom;
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}
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// Change speed: number of frames per step
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if (buttonFaster && framesPerStep > 1) framesPerStep--;
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if (buttonSlower) framesPerStep++;
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if (buttonFaster && framesPerStep > 1)
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{
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framesPerStep--;
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}
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if (buttonSlower)
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{
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framesPerStep++;
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}
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// Mouse management
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if ((mode == InteractionMode.Run) || (mode == InteractionMode.Pause))
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@ -216,8 +227,15 @@ public partial class GameOfLife : IExample
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var offsetDecimalY = offsetY - MathF.Floor(offsetY);
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var sizeInWorldX = (int)(MathF.Ceiling((windowWidth + offsetDecimalX * zoom) / zoom));
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var sizeInWorldY = (int)(MathF.Ceiling((windowHeight + offsetDecimalY * zoom) / zoom));
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if (offsetX + sizeInWorldX >= worldWidth) sizeInWorldX = worldWidth - (int)MathF.Floor(offsetX);
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if (offsetY + sizeInWorldY >= worldHeight) sizeInWorldY = worldHeight - (int)MathF.Floor(offsetY);
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if (offsetX + sizeInWorldX >= worldWidth)
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{
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sizeInWorldX = worldWidth - (int)MathF.Floor(offsetX);
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}
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if (offsetY + sizeInWorldY >= worldHeight)
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{
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sizeInWorldY = worldHeight - (int)MathF.Floor(offsetY);
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}
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// Create image to draw if not created yet
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if (!imageToDrawValid)
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{
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var mouseX = (int)(mousePosition.X + offsetDecimalX * zoom) / zoom;
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var mouseY = (int)(mousePosition.Y + offsetDecimalY * zoom) / zoom;
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if (mouseX >= sizeInWorldX) mouseX = sizeInWorldX - 1;
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if (mouseY >= sizeInWorldY) mouseY = sizeInWorldY - 1;
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if (firstColor == -1) firstColor = (GetImageColor(imageToDraw, mouseX, mouseY).R < 5) ? 0 : 1;
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if (mouseX >= sizeInWorldX)
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{
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mouseX = sizeInWorldX - 1;
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}
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if (mouseY >= sizeInWorldY)
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{
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mouseY = sizeInWorldY - 1;
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}
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if (firstColor == -1)
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{
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firstColor = (GetImageColor(imageToDraw, mouseX, mouseY).R < 5) ? 0 : 1;
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}
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var prevColor = (GetImageColor(imageToDraw, mouseX, mouseY).R < 5) ? 0 : 1;
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ImageDrawPixel(ref imageToDraw, mouseX, mouseY, (firstColor != 0) ? Color.Black : Color.RayWhite);
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);
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}
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}
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else firstColor = -1;
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else
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{
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firstColor = -1;
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}
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}
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// Load selected preset
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{
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for (var y = 0; y < pattern.Height; y++)
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{
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if (GetRandomValue(0, 100) < 15) ImageDrawPixel(ref pattern, x, y, Color.Black);
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if (GetRandomValue(0, 100) < 15)
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{
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ImageDrawPixel(ref pattern, x, y, Color.Black);
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}
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}
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}
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UpdateTextureRec(
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}
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// Check window draw inside world limits
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if (offsetX < 0) offsetX = 0;
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if (offsetY < 0) offsetY = 0;
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if (offsetX > worldWidth - (float)windowWidth / zoom) offsetX = worldWidth - (float)windowWidth / zoom;
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if (offsetY > worldHeight - (float)windowHeight / zoom) offsetY = worldHeight - (float)windowHeight / zoom;
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if (offsetX < 0)
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{
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offsetX = 0;
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}
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if (offsetY < 0)
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{
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offsetY = 0;
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}
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if (offsetX > worldWidth - (float)windowWidth / zoom)
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{
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offsetX = worldWidth - (float)windowWidth / zoom;
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}
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if (offsetY > worldHeight - (float)windowHeight / zoom)
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{
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offsetY = worldHeight - (float)windowHeight / zoom;
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}
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// Rectangles for drawing texture portion to screen
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var textureSourceToScreen = new Rectangle(offsetX, offsetY, (float)windowWidth / zoom, (float)windowHeight / zoom);
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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 : IExample
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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 HybridRender : IExample
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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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namespace Examples.Shaders;
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public class JuliaSet : IExample
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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.Rlgl;
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namespace Examples.Shaders;
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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 partial class MandelbrotSet : IExample
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IsKeyPressed(KeyboardKey.Six))
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{
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var interestIndex = 0;
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if (IsKeyPressed(KeyboardKey.One)) interestIndex = 0;
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else if (IsKeyPressed(KeyboardKey.Two)) interestIndex = 1;
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else if (IsKeyPressed(KeyboardKey.Three)) interestIndex = 2;
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else if (IsKeyPressed(KeyboardKey.Four)) interestIndex = 3;
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else if (IsKeyPressed(KeyboardKey.Five)) interestIndex = 4;
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else if (IsKeyPressed(KeyboardKey.Six)) interestIndex = 5;
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if (IsKeyPressed(KeyboardKey.One))
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{
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interestIndex = 0;
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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interestIndex = 1;
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}
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else if (IsKeyPressed(KeyboardKey.Three))
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{
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interestIndex = 2;
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}
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else if (IsKeyPressed(KeyboardKey.Four))
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{
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interestIndex = 3;
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}
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else if (IsKeyPressed(KeyboardKey.Five))
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{
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interestIndex = 4;
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}
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else if (IsKeyPressed(KeyboardKey.Six))
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{
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interestIndex = 5;
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}
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offset[0] = pointsOfInterest[interestIndex][0];
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offset[1] = pointsOfInterest[interestIndex][1];
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updateShader = true;
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}
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if (IsKeyPressed(KeyboardKey.F1)) showControls = !showControls; // Toggle whether or not to show controls
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if (IsKeyPressed(KeyboardKey.F1))
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{
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showControls = !showControls; // Toggle whether or not to show controls
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}
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// Change number of max iterations with UP and DOWN keys
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// WARNING: Increasing the number of max iterations greatly impacts performance
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@ -15,9 +15,6 @@
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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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using Examples.Shared;
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namespace Examples.Shaders;
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@ -20,9 +20,6 @@
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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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namespace Examples.Shaders;
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public class ModelShader : IExample
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@ -20,8 +20,6 @@
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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 MultiSample2d : IExample
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@ -18,8 +18,6 @@
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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.Raymath;
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namespace Examples.Shaders;
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@ -22,8 +22,6 @@
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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 : IExample
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@ -20,9 +20,6 @@
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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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namespace Examples.Shaders;
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public class PostProcessing : IExample
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@ -16,8 +16,6 @@
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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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|
|
|||
|
|
@ -18,11 +18,9 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
|
|
|
|||
|
|
@ -15,9 +15,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class RoundedRectangle : IExample
|
||||
|
|
|
|||
|
|
@ -15,8 +15,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
using static Raylib_cs.Rlgl;
|
||||
|
||||
|
|
|
|||
|
|
@ -20,9 +20,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class ShapesTextures : IExample
|
||||
|
|
|
|||
|
|
@ -22,8 +22,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
|
|
|||
|
|
@ -30,10 +30,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class Spotlight : IExample
|
||||
|
|
|
|||
|
|
@ -15,8 +15,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class TextureDrawing : IExample
|
||||
|
|
|
|||
|
|
@ -18,8 +18,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class TextureOutline : IExample
|
||||
|
|
|
|||
|
|
@ -17,9 +17,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class TextureTiling : IExample
|
||||
|
|
|
|||
|
|
@ -22,8 +22,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class TextureWaves : IExample
|
||||
|
|
|
|||
|
|
@ -15,8 +15,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Rlgl;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
|
|
|||
|
|
@ -15,9 +15,6 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class WriteDepth : IExample
|
||||
|
|
|
|||
Loading…
Reference in a new issue