feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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234 changed files with 38997 additions and 10578 deletions
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@ -1,18 +1,22 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - julia sets
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* raylib [shaders] example - julia set
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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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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* Example originally created with raylib 2.5, last time updated with raylib 4.0
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*
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* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
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* Example contributed by Josh Colclough (@joshcol9232) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 eggmund (@eggmund) and Ramon Santamaria (@raysan5)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2025 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -21,12 +25,27 @@ using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class JuliaSet
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public class JuliaSet : IExample
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{
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const int GlslVersion = 330;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const float zoomSpeed = 1.01f;
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private const float offsetSpeedMul = 2.0f;
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private const float startingZoom = 0.75f;
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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 string Name => "Shaders / Julia Set";
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public string Title => "raylib [shaders] example - julia set";
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// A few good julia sets
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static float[][] PointsOfInterest = new float[][] {
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private float[][] PointsOfInterest = new float[][] {
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new float[] { -0.348827f, 0.607167f },
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new float[] { -0.786268f, 0.169728f },
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new float[] { -0.8f, 0.156f },
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@ -35,38 +54,38 @@ public class JuliaSet
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new float[] { -0.70176f, -0.3842f },
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};
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public static int Main()
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private Shader shader;
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private RenderTexture2D target;
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private float[] c;
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private float[] offset;
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private float zoom;
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private int cLoc;
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private int zoomLoc;
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private int offsetLoc;
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private int incrementSpeed;
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private bool showControls;
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public 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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const float zoomSpeed = 1.01f;
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const float offsetSpeedMul = 2.0f;
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const float startingZoom = 0.75f;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
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// Load julia set 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}/julia_set.fs");
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/julia_set.fs");
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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target = LoadRenderTexture(screenWidth, screenHeight);
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// c constant to use in z^2 + c
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float[] c = { PointsOfInterest[0][0], PointsOfInterest[0][1] };
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c = new float[] { PointsOfInterest[0][0], PointsOfInterest[0][1] };
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// Offset and zoom to draw the julia set at. (centered on screen and default size)
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float[] offset = { 0, 0 };
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float zoom = startingZoom;
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offset = new float[] { 0, 0 };
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zoom = startingZoom;
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// Get variable (uniform) locations on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int cLoc = GetShaderLocation(shader, "c");
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int zoomLoc = GetShaderLocation(shader, "zoom");
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int offsetLoc = GetShaderLocation(shader, "offset");
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cLoc = GetShaderLocation(shader, "c");
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zoomLoc = GetShaderLocation(shader, "zoom");
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offsetLoc = GetShaderLocation(shader, "offset");
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// Upload the shader uniform values!
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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@ -74,166 +93,189 @@ public class JuliaSet
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
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// Multiplier of speed to change c value
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int incrementSpeed = 0;
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incrementSpeed = 0;
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// Show controls
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bool showControls = true;
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showControls = true;
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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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// Press [1 - 6] to reset c to a point of interest
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if (IsKeyPressed(KeyboardKey.One) ||
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IsKeyPressed(KeyboardKey.Two) ||
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IsKeyPressed(KeyboardKey.Three) ||
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IsKeyPressed(KeyboardKey.Four) ||
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IsKeyPressed(KeyboardKey.Five) ||
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IsKeyPressed(KeyboardKey.Six))
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{
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if (IsKeyPressed(KeyboardKey.One))
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{
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c[0] = PointsOfInterest[0][0];
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c[1] = PointsOfInterest[0][1];
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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c[0] = PointsOfInterest[1][0];
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c[1] = PointsOfInterest[1][1];
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}
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else if (IsKeyPressed(KeyboardKey.Three))
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{
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c[0] = PointsOfInterest[2][0];
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c[1] = PointsOfInterest[2][1];
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}
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else if (IsKeyPressed(KeyboardKey.Four))
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{
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c[0] = PointsOfInterest[3][0];
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c[1] = PointsOfInterest[3][1];
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}
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else if (IsKeyPressed(KeyboardKey.Five))
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{
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c[0] = PointsOfInterest[4][0];
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c[1] = PointsOfInterest[4][1];
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}
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else if (IsKeyPressed(KeyboardKey.Six))
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{
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c[0] = PointsOfInterest[5][0];
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c[1] = PointsOfInterest[5][1];
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}
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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}
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// If "R" is pressed, reset zoom and offset
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if (IsKeyPressed(KeyboardKey.R))
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{
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zoom = startingZoom;
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offset[0] = 0.0f;
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offset[1] = 0.0f;
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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
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}
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// Pause animation (c change)
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if (IsKeyPressed(KeyboardKey.Space))
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{
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incrementSpeed = 0;
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}
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// 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;
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}
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if (IsKeyPressed(KeyboardKey.Right))
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{
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incrementSpeed++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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incrementSpeed--;
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}
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// If either left or right button is pressed, zoom in/out
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if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
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{
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if (IsMouseButtonDown(MouseButton.Left))
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{
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zoom *= zoomSpeed;
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}
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if (IsMouseButtonDown(MouseButton.Right))
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{
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zoom *= 1.0f / zoomSpeed;
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}
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var mousePos = GetMousePosition();
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var offsetVelocity = Vector2.Zero;
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offsetVelocity.X = (mousePos.X / screenWidth - 0.5f) * offsetSpeedMul / zoom;
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offsetVelocity.Y = (mousePos.Y / screenHeight - 0.5f) * offsetSpeedMul / zoom;
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// Apply move velocity to camera
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offset[0] += GetFrameTime() * offsetVelocity.X;
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offset[1] += GetFrameTime() * offsetVelocity.Y;
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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
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}
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// Increment c value with time
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var dc = GetFrameTime() * incrementSpeed * 0.0005f;
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c[0] += dc;
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c[1] += dc;
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Using a render texture to draw Julia set
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BeginTextureMode(target);
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ClearBackground(Color.Black);
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
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EndTextureMode();
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BeginDrawing();
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ClearBackground(Color.Black);
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// Draw the saved texture and rendered julia set with shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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BeginShaderMode(shader);
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// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
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// when rendering the RenderTexture2D to fit in the HighDPI scaled Window
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DrawTextureEx(target.Texture, new Vector2(0.0f, 0.0f), 0.0f, 1.0f, Color.White);
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EndShaderMode();
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if (showControls)
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{
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DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, Color.RayWhite);
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DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
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DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
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DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RayWhite);
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DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, Color.RayWhite);
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DrawText("Press KEY_R to recenter the camera", 10, 90, 10, Color.RayWhite);
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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);
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UnloadRenderTexture(target);
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new JuliaSet();
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game.Init();
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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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// Press [1 - 6] to reset c to a point of interest
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if (IsKeyPressed(KeyboardKey.One) ||
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IsKeyPressed(KeyboardKey.Two) ||
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IsKeyPressed(KeyboardKey.Three) ||
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IsKeyPressed(KeyboardKey.Four) ||
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IsKeyPressed(KeyboardKey.Five) ||
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IsKeyPressed(KeyboardKey.Six))
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{
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if (IsKeyPressed(KeyboardKey.One))
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{
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c[0] = PointsOfInterest[0][0];
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c[1] = PointsOfInterest[0][1];
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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c[0] = PointsOfInterest[1][0];
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c[1] = PointsOfInterest[1][1];
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}
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else if (IsKeyPressed(KeyboardKey.Three))
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{
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c[0] = PointsOfInterest[2][0];
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c[1] = PointsOfInterest[2][1];
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}
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else if (IsKeyPressed(KeyboardKey.Four))
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{
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c[0] = PointsOfInterest[3][0];
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c[1] = PointsOfInterest[3][1];
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}
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else if (IsKeyPressed(KeyboardKey.Five))
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{
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c[0] = PointsOfInterest[4][0];
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c[1] = PointsOfInterest[4][1];
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}
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else if (IsKeyPressed(KeyboardKey.Six))
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{
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c[0] = PointsOfInterest[5][0];
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c[1] = PointsOfInterest[5][1];
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}
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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zoom = startingZoom;
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offset[0] = 1f;
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offset[1] = 1f;
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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
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}
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// Pause animation (c change)
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if (IsKeyPressed(KeyboardKey.Space))
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{
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incrementSpeed = 0;
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}
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// 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;
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}
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if (IsKeyPressed(KeyboardKey.Right))
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{
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incrementSpeed++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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incrementSpeed--;
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}
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// If either left or right button is pressed, zoom in/out
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if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
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{
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if (IsMouseButtonDown(MouseButton.Left))
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{
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zoom *= zoomSpeed;
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}
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if (IsMouseButtonDown(MouseButton.Right))
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{
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zoom *= 1.0f / zoomSpeed;
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}
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Vector2 mousePos = GetMousePosition();
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Vector2 offsetVelocity = Vector2.Zero;
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offsetVelocity.X = (mousePos.X / screenWidth - 0.5f) * offsetSpeedMul / zoom;
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offsetVelocity.Y = (mousePos.Y / screenHeight - 0.5f) * offsetSpeedMul / zoom;
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// Apply move velocity to camera
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offset[0] += GetFrameTime() * offsetVelocity.X;
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offset[1] += GetFrameTime() * offsetVelocity.Y;
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Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
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}
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// Increment c value with time
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float amount = GetFrameTime() * incrementSpeed * 0.0005f;
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c[0] += amount;
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c[1] += amount;
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Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
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// Using a render texture to draw Julia set
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// Enable drawing to texture
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BeginTextureMode(target);
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ClearBackground(Color.Black);
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font Color.white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
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EndTextureMode();
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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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// Draw the saved texture and rendered julia set with shader
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// NOTE: We do not invert texture on Y, already considered inside shader
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BeginShaderMode(shader);
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DrawTexture(target.Texture, 0, 0, Color.White);
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EndShaderMode();
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if (showControls)
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{
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DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, Color.RayWhite);
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DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
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DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
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DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RayWhite);
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DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, Color.RayWhite);
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DrawText("Press KEY_R to recenter the camera", 10, 90, 10, Color.RayWhite);
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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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UnloadRenderTexture(target);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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