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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@ -1,29 +1,32 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Simple shader mask
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* raylib [shaders] example - spotlight rendering
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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 complexity rating: [★★☆☆] 2/4
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*
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* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/)
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* and reviewed by Ramon Santamaria (@raysan5)
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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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* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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* Example contributed by Chris Camacho (@chriscamacho) 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) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* The shader makes alpha holes in the forground to give the apearance of a top
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* The shader makes alpha holes in the forground to give the appearance of a top
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* down look at a spotlight casting a pool of light...
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*
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* The right hand side of the screen there is just enough light to see whats
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* going on without the spot light, great for a stealth type game where you
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* have to avoid the spotlights.
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* have to avoid the spotlights
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*
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* The left hand side of the screen is in pitch dark except for where the spotlights are.
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* The left hand side of the screen is in pitch dark except for where the spotlights are
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*
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* Although this example doesn't scale like the letterbox example, you could integrate
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* the two techniques, but by scaling the actual colour of the render texture rather
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* than using alpha as a mask.
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* than using alpha as a mask
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*
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********************************************************************************************/
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@ -33,14 +36,29 @@ using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class Spotlight
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public class Spotlight : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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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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// NOTE: It must be the same as define in shader
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const int MaxSpots = 3;
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const int MaxStars = 400;
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private const int MaxSpots = 3;
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private const int MaxStars = 400;
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public string Name => "Shaders / Spotlight";
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public string Title => "raylib [shaders] example - spotlight rendering";
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public bool CursorHidden => true;
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// Spot data
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struct Spot
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private struct Spot
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{
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public Vector2 pos;
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public Vector2 vel;
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@ -54,53 +72,51 @@ public class Spotlight
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}
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// Stars in the star field have a position and velocity
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struct Star
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private struct Star
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{
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public Vector2 pos;
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public Vector2 vel;
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}
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public static int Main()
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private Texture2D texRay;
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private Star[] stars;
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private int frameCounter;
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private Shader shdrSpot;
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private Spot[] spots;
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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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texRay = LoadTexture("resources/raysan.png");
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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HideCursor();
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stars = new Star[MaxStars];
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Texture2D texRay = LoadTexture("resources/raysan.png");
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Star[] stars = new Star[MaxStars];
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for (int n = 0; n < MaxStars; n++)
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for (var n = 0; n < MaxStars; n++)
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{
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ResetStar(ref stars[n]);
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}
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// Progress all the stars on, so they don't all start in the centre
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for (int m = 0; m < screenWidth / 2.0; m++)
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for (var m = 0; m < screenWidth / 2.0; m++)
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{
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for (int n = 0; n < MaxStars; n++)
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for (var n = 0; n < MaxStars; n++)
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{
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UpdateStar(ref stars[n]);
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}
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}
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int frameCounter = 0;
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frameCounter = 0;
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// Use default vert shader
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Shader shdrSpot = LoadShader(null, "resources/shaders/glsl330/spotlight.fs");
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shdrSpot = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/spotlight.fs");
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// Get the locations of spots in the shader
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Spot[] spots = new Spot[MaxSpots];
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spots = new Spot[MaxSpots];
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for (int i = 0; i < MaxSpots; i++)
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for (var i = 0; i < MaxSpots; i++)
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{
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string posName = $"spots[{i}].pos";
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string innerName = $"spots[{i}].inner";
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string radiusName = $"spots[{i}].radius";
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var posName = $"spots[{i}].pos";
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var innerName = $"spots[{i}].inner";
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var radiusName = $"spots[{i}].radius";
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spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
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spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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@ -108,14 +124,14 @@ public class Spotlight
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}
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// Tell the shader how wide the screen is so we can have
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// a pitch Color.black half and a dimly lit half.
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int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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float sw = (float)GetScreenWidth();
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// a pitch black half and a dimly lit half
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var wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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var sw = (float)GetScreenWidth();
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Raylib.SetShaderValue(shdrSpot, wLoc, sw, ShaderUniformDataType.Float);
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// Randomise the locations and velocities of the spotlights
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// and initialise the shader locations
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for (int i = 0; i < MaxSpots; i++)
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// Randomize the locations and velocities of the spotlights
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// and initialize the shader locations
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for (var i = 0; i < MaxSpots; i++)
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{
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spots[i].pos.X = GetRandomValue(64, screenWidth - 64);
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spots[i].pos.Y = GetRandomValue(64, screenHeight - 64);
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@ -123,8 +139,8 @@ public class Spotlight
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while ((MathF.Abs(spots[i].vel.X) + MathF.Abs(spots[i].vel.Y)) < 2)
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{
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spots[i].vel.X = GetRandomValue(-40, 40) / 10.0f;
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spots[i].vel.Y = GetRandomValue(-40, 40) / 10.0f;
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spots[i].vel.X = GetRandomValue(-400, 40) / 25.0f;
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spots[i].vel.Y = GetRandomValue(-400, 40) / 25.0f;
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}
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spots[i].inner = 28.0f * (i + 1);
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@ -149,118 +165,110 @@ public class Spotlight
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ShaderUniformDataType.Float
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);
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}
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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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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frameCounter++;
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// Move the stars, resetting them if the go offscreen
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for (int n = 0; n < MaxStars; n++)
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{
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UpdateStar(ref stars[n]);
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}
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// Update the spots, send them to the shader
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for (int i = 0; i < MaxSpots; i++)
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{
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if (i == 0)
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{
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Vector2 mp = GetMousePosition();
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spots[i].pos.X = mp.X;
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spots[i].pos.Y = screenHeight - mp.Y;
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}
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else
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{
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spots[i].pos.X += spots[i].vel.X;
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spots[i].pos.Y += spots[i].vel.Y;
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if (spots[i].pos.X < 64)
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{
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spots[i].vel.X = -spots[i].vel.X;
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}
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if (spots[i].pos.X > (screenWidth - 64))
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{
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spots[i].vel.X = -spots[i].vel.X;
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}
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if (spots[i].pos.Y < 64)
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{
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spots[i].vel.Y = -spots[i].vel.Y;
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}
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if (spots[i].pos.Y > (screenHeight - 64))
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{
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spots[i].vel.Y = -spots[i].vel.Y;
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}
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}
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Raylib.SetShaderValue(
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shdrSpot,
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spots[i].posLoc,
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spots[i].pos,
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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.DarkBlue);
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// Draw stars and bobs
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for (int n = 0; n < MaxStars; n++)
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{
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// MathF.Single pixel is just too small these days!
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DrawRectangle((int)stars[n].pos.X, (int)stars[n].pos.Y, 2, 2, Color.White);
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}
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for (int i = 0; i < 16; i++)
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{
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DrawTexture(
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texRay,
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(int)((screenWidth / 2.0) + MathF.Cos((frameCounter + i * 8) / 51.45f) * (screenWidth / 2.2) - 32),
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(int)((screenHeight / 2.0) + MathF.Sin((frameCounter + i * 8) / 17.87f) * (screenHeight / 4.2)),
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Color.White
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);
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}
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// Draw spot lights
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BeginShaderMode(shdrSpot);
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// Instead of a blank rectangle you could render a render texture of the full screen used to do screen
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// scaling (slight adjustment to shader would be required to actually pay attention to the colour!)
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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DrawFPS(10, 10);
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DrawText("Move the mouse!", 10, 30, 20, Color.Green);
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DrawText("Pitch Color.Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.Green);
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DrawText("Dark", (int)(screenWidth * 0.66f), screenHeight / 2, 20, Color.Green);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texRay);
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UnloadShader(shdrSpot);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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static void ResetStar(ref Star s)
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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frameCounter++;
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// Move the stars, resetting them if the go offscreen
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for (var n = 0; n < MaxStars; n++)
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{
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UpdateStar(ref stars[n]);
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}
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// Update the spots, send them to the shader
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for (var i = 0; i < MaxSpots; i++)
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{
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if (i == 0)
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{
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var mp = GetMousePosition();
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spots[i].pos.X = mp.X;
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spots[i].pos.Y = screenHeight - mp.Y;
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}
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else
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{
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spots[i].pos.X += spots[i].vel.X;
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spots[i].pos.Y += spots[i].vel.Y;
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if (spots[i].pos.X < 64)
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{
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spots[i].vel.X = -spots[i].vel.X;
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}
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if (spots[i].pos.X > (screenWidth - 64))
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{
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spots[i].vel.X = -spots[i].vel.X;
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}
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if (spots[i].pos.Y < 64)
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{
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spots[i].vel.Y = -spots[i].vel.Y;
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}
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if (spots[i].pos.Y > (screenHeight - 64))
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{
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spots[i].vel.Y = -spots[i].vel.Y;
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}
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}
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Raylib.SetShaderValue(
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shdrSpot,
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spots[i].posLoc,
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spots[i].pos,
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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.DarkBlue);
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// Draw stars and bobs
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for (var n = 0; n < MaxStars; n++)
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{
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// Single pixel is just too small these days!
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DrawRectangle((int)stars[n].pos.X, (int)stars[n].pos.Y, 2, 2, Color.White);
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}
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for (var i = 0; i < 16; i++)
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{
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DrawTexture(
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texRay,
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(int)((screenWidth / 2.0) + MathF.Cos((frameCounter + i * 8) / 51.45f) * (screenWidth / 2.2) - 32),
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(int)((screenHeight / 2.0) + MathF.Sin((frameCounter + i * 8) / 17.87f) * (screenHeight / 4.2)),
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Color.White
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);
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}
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// Draw spot lights
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BeginShaderMode(shdrSpot);
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// Instead of a blank rectangle you could render a render texture of the full screen used to do screen
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// scaling (slight adjustment to shader would be required to actually pay attention to the colour!)
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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DrawFPS(10, 10);
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DrawText("Move the mouse!", 10, 30, 20, Color.Green);
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DrawText("Pitch Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.Green);
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DrawText("Dark", (int)(screenWidth * 0.66f), screenHeight / 2, 20, Color.Green);
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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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UnloadTexture(texRay);
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UnloadShader(shdrSpot);
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}
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private static void ResetStar(ref Star s)
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{
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s.pos = new Vector2(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
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s.vel.Y = (float)GetRandomValue(-1000, 1000) / 100.0f;
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} while (!((MathF.Abs(s.vel.X) + (MathF.Abs(s.vel.Y)) > 1)));
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s.pos += s.pos + (s.vel * new Vector2(8.0f, 8.0f));
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s.pos += s.vel * new Vector2(8.0f, 8.0f);
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}
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static void UpdateStar(ref Star s)
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private static void UpdateStar(ref Star s)
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{
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s.pos += s.vel;
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ResetStar(ref s);
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}
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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 - spotlight rendering");
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HideCursor();
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new Spotlight();
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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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return 0;
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}
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}
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