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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@ -1,20 +1,24 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Color palette switch
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* raylib [shaders] example - palette switch
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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), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 2.3 (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 3.7
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*
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* Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Marco Lizza (@MarcoLizza) 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 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -22,13 +26,24 @@ using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class PaletteSwitch
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public class PaletteSwitch : IExample
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{
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const int GlslVersion = 330;
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const int ColorsPerPalette = 8;
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const int VALUES_PER_COLOR = 3;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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static int[][] Palettes = new int[][] {
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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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private const int ColorsPerPalette = 8;
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private const int VALUES_PER_COLOR = 3;
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public string Name => "Shaders / Palette Switch";
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public string Title => "raylib [shaders] example - palette switch";
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private int[][] Palettes = new int[][] {
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// 3-BIT RGB
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new int[] {
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0, 0, 0,
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@ -64,101 +79,119 @@ public class PaletteSwitch
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}
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};
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static string[] PaletteText = new string[] {
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private string[] PaletteText = new string[] {
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"3-BIT RGB",
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"AMMO-8 (GameBoy-like)",
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"RKBV (2-strip film)"
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};
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private Shader shader;
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private int paletteLoc;
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private int currentPalette;
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private int lineHeight;
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public void Init()
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{
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/palette_switch.fs");
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// Get variable (uniform) location 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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paletteLoc = GetShaderLocation(shader, "palette");
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currentPalette = 0;
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lineHeight = screenHeight / ColorsPerPalette;
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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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if (IsKeyPressed(KeyboardKey.Right))
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{
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currentPalette++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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currentPalette--;
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}
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if (currentPalette >= Palettes.Length)
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{
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currentPalette = 0;
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}
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else if (currentPalette < 0)
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{
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currentPalette = Palettes.Length - 1;
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}
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// Send palette data to the shader to be used on drawing
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// NOTE: We are sending RGB triplets w/o the alpha channel
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Raylib.SetShaderValueV(
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shader,
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paletteLoc,
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Palettes[currentPalette],
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ShaderUniformDataType.IVec3,
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ColorsPerPalette
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);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginShaderMode(shader);
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for (var i = 0; i < ColorsPerPalette; i++)
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{
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// Draw horizontal screen-wide rectangles with increasing "palette index"
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// The used palette index is encoded in the RGB components of the pixel
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DrawRectangle(0, lineHeight * i, GetScreenWidth(), lineHeight, new Color(i, i, i, 255));
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}
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EndShaderMode();
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DrawText("< >", 10, 10, 30, Color.DarkBlue);
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DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RayWhite);
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DrawText(PaletteText[currentPalette], 300, 15, 20, Color.Red);
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DrawFPS(700, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadShader(shader); // Unload shader
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: 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}/palette_switch.fs");
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// Get variable (uniform) location 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 paletteLoc = GetShaderLocation(shader, "palette");
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int currentPalette = 0;
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int lineHeight = screenHeight / ColorsPerPalette;
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SetTargetFPS(60);
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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 PaletteSwitch();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.Right))
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{
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currentPalette++;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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currentPalette--;
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}
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if (currentPalette >= Palettes.Length)
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{
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currentPalette = 0;
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}
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else if (currentPalette < 0)
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{
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currentPalette = Palettes.Length - 1;
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}
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// Send new value to the shader to be used on drawing.
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// NOTE: We are sending RGB triplets w/o the alpha channel
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Raylib.SetShaderValueV(
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shader,
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paletteLoc,
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Palettes[currentPalette],
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ShaderUniformDataType.IVec3,
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ColorsPerPalette
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);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginShaderMode(shader);
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for (int i = 0; i < ColorsPerPalette; i++)
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{
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// Draw horizontal screen-wide rectangles with increasing "palette index"
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// The used palette index is encoded in the RGB components of the pixel
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DrawRectangle(0, lineHeight * i, GetScreenWidth(), lineHeight, new Color(i, i, i, 255));
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}
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EndShaderMode();
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DrawText("< >", 10, 10, 30, Color.DarkBlue);
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DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RayWhite);
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DrawText(PaletteText[currentPalette], 300, 15, 20, Color.Red);
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DrawFPS(700, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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