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 +1,18 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Raymarching shapes generation
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* raylib [shaders] example - raymarching rendering
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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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* Example complexity rating: [★★★★] 4/4
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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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* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
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* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
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*
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* This example has been created using raylib 2.0 (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 2.0, last time updated with raylib 4.2
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*
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* Copyright (c) 2018 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) 2018-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -22,98 +22,138 @@ using static Raylib_cs.ConfigFlags;
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namespace Examples.Shaders;
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public class Raymarching
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public class Raymarching : IExample
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{
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#if BROWSER
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public const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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public const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Raymarching";
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public string Title => "raylib [shaders] example - raymarching rendering";
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public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow;
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public bool CursorDisabled => true;
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private int screenWidth;
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private int screenHeight;
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private Camera3D camera;
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private Shader shader;
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private int viewEyeLoc;
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private int viewCenterLoc;
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private int runTimeLoc;
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private int resolutionLoc;
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private float runTime;
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public void Init()
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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camera = new();
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camera.Position = new Vector3(2.5f, 2.5f, 3.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.7f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 65.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
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// Get shader locations for required uniforms
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viewEyeLoc = GetShaderLocation(shader, "viewEye");
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viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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runTimeLoc = GetShaderLocation(shader, "runTime");
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resolutionLoc = GetShaderLocation(shader, "resolution");
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float[] resolution = { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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runTime = 0.0f;
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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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UpdateCamera(ref camera, CameraMode.FirstPerson);
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var deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
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// Check if screen is resized
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if (IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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var resolution = new float[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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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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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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DrawText(
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"(c) Raymarching shader by Iñigo Quilez. MIT License.",
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screenWidth - 280,
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screenHeight - 20,
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10,
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Color.Black
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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); // 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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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(ResizableWindow);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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InitWindow(800, 450, "raylib [shaders] example - raymarching rendering");
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Camera3D camera = new();
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camera.Position = new Vector3(2.5f, 2.5f, 3.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.7f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 65.0f;
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// Load raymarching 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}/raymarching.fs");
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// Get shader locations for required uniforms
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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int runTimeLoc = GetShaderLocation(shader, "runTime");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float[] resolution = { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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float runTime = 0.0f;
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SetTargetFPS(60);
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DisableCursor(); // Limit cursor to relative movement inside the window
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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 Raymarching();
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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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// Check if screen is resized
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//----------------------------------------------------------------------------------
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if (IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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resolution = new float[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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}
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Free);
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
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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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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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DrawText(
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"(c) Raymarching shader by Iñigo Quilez. MIT License.",
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screenWidth - 280,
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screenHeight - 20,
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10,
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Color.Black
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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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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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