feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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@ -1,21 +1,23 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Basic PBR
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
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*
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
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*
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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* licensed under Creative Commons Attribution-NonCommercial
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* (http://creativecommons.org/licenses/by-nc/4.0/)
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*
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********************************************************************************************/
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*
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* raylib [shaders] example - basic pbr
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.5
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*
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
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*
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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* licensed under Creative Commons Attribution-NonCommercial
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* (http://creativecommons.org/licenses/by-nc/4.0/)
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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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@ -23,31 +25,50 @@ using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class BasicPbr
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public class BasicPbr : IExample
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{
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private const int GLSL_VERSION = 330;
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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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public static unsafe int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shaders / Basic PBR";
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public string Title => "raylib [shaders] example - basic pbr";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Shader shader;
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private Model car;
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private Model floor;
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private PbrLight[] lights;
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private int metallicValueLoc;
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private int roughnessValueLoc;
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private int emissiveIntensityLoc;
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private int emissiveColorLoc;
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private int textureTilingLoc;
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private Vector2 carTextureTiling;
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private Vector2 floorTextureTiling;
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public unsafe void Init()
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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.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
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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 = new();
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camera.Position = new Vector3(2.0f, 2.0f, 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.Perspective;
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// Load PBR shader and setup all required locations
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var shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
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shader = LoadShader($"resources/shaders/glsl{GlslVersion}/pbr.vs", $"resources/shaders/glsl{GlslVersion}/pbr.fs");
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shader.Locs[(int)ShaderLocationIndex.MapAlbedo] = GetShaderLocation(shader, "albedoMap");
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// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
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@ -75,23 +96,25 @@ public class BasicPbr
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SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, ShaderUniformDataType.Float);
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// Get location for shader parameters that can be modified in real time
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var emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
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var emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
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var textureTilingLoc = GetShaderLocation(shader, "tiling");
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metallicValueLoc = GetShaderLocation(shader, "metallicValue");
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roughnessValueLoc = GetShaderLocation(shader, "roughnessValue");
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emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
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emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
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textureTilingLoc = GetShaderLocation(shader, "tiling");
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// Load old car model using PBR maps and shader
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// WARNING: We know this model consists of a single model.meshes[0] and
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// that model.materials[0] is by default assigned to that mesh
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// There could be more complex models consisting of multiple meshes and
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// multiple materials defined for those meshes... but always 1 mesh = 1 material
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var car = LoadModel("resources/models/gltf/old_car_new.glb");
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car = LoadModel("resources/models/gltf/old_car_new.glb");
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// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
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car.Materials[0].Shader = shader;
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// Setup materials[0].maps default parameters
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car.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
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car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.0f;
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car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 1.0f;
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car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f;
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car.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
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car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = new Color(255, 162, 0, 255);
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@ -104,7 +127,7 @@ public class BasicPbr
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// Load floor model mesh and assign material parameters
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// NOTE: A basic plane shape can be generated instead of being loaded from a model file
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var floor = LoadModel("resources/models/gltf/plane.glb");
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floor = LoadModel("resources/models/gltf/plane.glb");
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//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
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//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
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//Model floor = LoadModelFromMesh(floorMesh);
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@ -113,8 +136,8 @@ public class BasicPbr
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floor.Materials[0].Shader = shader;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.0f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.8f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.1f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = Color.Black;
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@ -124,11 +147,11 @@ public class BasicPbr
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// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
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// NOTE: Material.params[4] are available for generic parameters storage (float)
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var carTextureTiling = new Vector2(0.5f, 0.5f);
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var floorTextureTiling = new Vector2(0.5f, 0.5f);
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carTextureTiling = new Vector2(0.5f, 0.5f);
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floorTextureTiling = new Vector2(0.5f, 0.5f);
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// Create some lights
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var lights = new PbrLight[4];
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lights = new PbrLight[4];
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lights[0] = PbrLights.CreateLight(
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0,
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PbrLightType.Point,
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@ -167,104 +190,113 @@ public class BasicPbr
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SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, ShaderUniformDataType.Int);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, ShaderUniformDataType.Int);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, ShaderUniformDataType.Int);
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}
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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var cameraPos = camera.Position;
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SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KeyboardKey.One))
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CameraMode.Orbital);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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var cameraPos = camera.Position;
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SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KeyboardKey.One))
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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.Two))
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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.Three))
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{
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lights[3].Enabled = !lights[3].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.Four))
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{
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lights[0].Enabled = !lights[0].Enabled;
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}
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// Update light values on shader (actually, only enable/disable them)
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for (var i = 0; i < 4; i++)
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{
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UpdateLight(shader, lights[i]);
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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.Black);
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BeginMode3D(camera);
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// Set floor model texture tiling and emissive color parameters on shader
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SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, ShaderUniformDataType.Vec2);
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var floorEmissiveColor = ColorNormalize(floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, ShaderUniformDataType.Vec4);
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DrawModel(floor, Vector3.Zero, 5.0f, Color.White); // Draw floor model
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// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
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SetShaderValue(shader, textureTilingLoc, &carTextureTiling, ShaderUniformDataType.Vec2);
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var carEmissiveColor = ColorNormalize(car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
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SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, ShaderUniformDataType.Vec4);
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var emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
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DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model
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// Draw spheres to show the lights positions
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for (var i = 0; i < 4; i++)
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{
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var color = lights[i].Color;
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var lightColor = new Color((byte)(color.X * 255), (byte)(color.Y * 255), (byte)(color.Z * 255),
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(byte)(color.W * 255));
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if (lights[i].Enabled)
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{
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DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lightColor);
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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(lightColor, 0.3f));
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}
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}
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EndMode3D();
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, Color.LightGray);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, Color.LightGray);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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lights[2].Enabled = !lights[2].Enabled;
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.Two))
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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.Three))
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{
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lights[3].Enabled = !lights[3].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.Four))
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{
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lights[0].Enabled = !lights[0].Enabled;
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}
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// Update light values on shader (actually, only enable/disable them)
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for (var i = 0; i < 4; i++)
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{
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UpdateLight(shader, lights[i]);
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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.Black);
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BeginMode3D(camera);
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// Set floor model texture tiling and emissive color parameters on shader
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SetShaderValue(shader, textureTilingLoc, floorTextureTiling, ShaderUniformDataType.Vec2);
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var floorEmissiveColor = ColorNormalize(floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, ShaderUniformDataType.Vec4);
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// Set floor metallic and roughness values
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var floorMetallicValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
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SetShaderValue(shader, metallicValueLoc, &floorMetallicValue, ShaderUniformDataType.Float);
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var floorRoughnessValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
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SetShaderValue(shader, roughnessValueLoc, &floorRoughnessValue, ShaderUniformDataType.Float);
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DrawModel(floor, Vector3.Zero, 5.0f, Color.White); // Draw floor model
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// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
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SetShaderValue(shader, textureTilingLoc, carTextureTiling, ShaderUniformDataType.Vec2);
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var carEmissiveColor = ColorNormalize(car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
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SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, ShaderUniformDataType.Vec4);
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var emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
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// Set old car metallic and roughness values
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var carMetallicValue = car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
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SetShaderValue(shader, metallicValueLoc, &carMetallicValue, ShaderUniformDataType.Float);
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var carRoughnessValue = car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
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SetShaderValue(shader, roughnessValueLoc, &carRoughnessValue, ShaderUniformDataType.Float);
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DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model
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// Draw spheres to show the lights positions
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for (var i = 0; i < 4; i++)
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{
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var color = lights[i].Color;
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var lightColor = new Color((byte)(color.X * 255), (byte)(color.Y * 255), (byte)(color.Z * 255),
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(byte)(color.W * 255));
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if (lights[i].Enabled)
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{
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DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lightColor);
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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(lightColor, 0.3f));
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}
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}
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EndMode3D();
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, Color.LightGray);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, Color.LightGray);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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// Unbind (disconnect) shader from car.material[0]
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// to avoid UnloadMaterial() trying to unload it automatically
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car.Materials[0].Shader = new();
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@ -278,7 +310,32 @@ public class BasicPbr
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UnloadModel(floor);
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UnloadShader(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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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
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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 BasicPbr();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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CloseWindow();
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//--------------------------------------------------------------------------------------
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@ -287,8 +344,8 @@ public class BasicPbr
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private static void UpdateLight(Shader shader, PbrLight light)
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{
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SetShaderValue(shader, light.EnabledLoc, light.Enabled, ShaderUniformDataType.Int);
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SetShaderValue(shader, light.TypeLoc, light.Type, ShaderUniformDataType.Int);
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SetShaderValue(shader, light.EnabledLoc, light.Enabled ? 1 : 0, ShaderUniformDataType.Int);
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SetShaderValue(shader, light.TypeLoc, (int)light.Type, ShaderUniformDataType.Int);
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// Send to shader light position values
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SetShaderValue(shader, light.PositionLoc, light.Position, ShaderUniformDataType.Vec3);
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Reference in a new issue