240 lines
9.2 KiB
C#
240 lines
9.2 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - rlgl compute
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*
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* WARNING: This example requires raylib compiled with OpenGL 4.3 version for
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* compute shaders support, shaders used in this example are #version 430
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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* Example contributed by Teddy Astie (@tsnake41) 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) 2021-2025 Teddy Astie (@tsnake41)
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*
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********************************************************************************************/
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Examples.Shaders;
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[ExcludeFromBrowser("compute shaders are not available on WebGL")]
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public partial class RlglCompute : IExample
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{
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// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
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// This must be a multiple of 16 (check golLogic compute dispatch)
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private const int GolWidth = 768;
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// Maximum amount of queued draw commands (squares draw from mouse down events)
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private const int MaxBufferedTransferts = 48;
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private const int screenWidth = GolWidth;
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private const int screenHeight = GolWidth;
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public string Name => "Shaders / Rlgl Compute";
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public string Title => "raylib [shaders] example - rlgl compute";
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Game Of Life Update Command
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[StructLayout(LayoutKind.Sequential)]
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private struct GolUpdateCmd
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{
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public uint X; // x coordinate of the gol command
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public uint Y; // y coordinate of the gol command
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public uint W; // width of the filled zone
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public uint Enabled; // whether to enable or disable zone
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}
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// Inline fixed-size array of GolUpdateCmd (MAX_BUFFERED_TRANSFERTS entries)
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[InlineArray(MaxBufferedTransferts)]
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private struct GolUpdateCmdBuffer
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{
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private GolUpdateCmd _element0;
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}
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// Game Of Life Update Commands SSBO
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[StructLayout(LayoutKind.Sequential)]
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private struct GolUpdateSSBO
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{
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public uint Count;
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public GolUpdateCmdBuffer Commands;
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}
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private Vector2 resolution;
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private uint brushSize;
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private uint golLogicShader;
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private uint golLogicProgram;
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private uint golTransfertShader;
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private uint golTransfertProgram;
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private Shader golRenderShader;
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private int resUniformLoc;
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private uint ssboA;
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private uint ssboB;
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private uint ssboTransfert;
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private GolUpdateSSBO transfertBuffer;
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private Texture2D whiteTex;
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public unsafe void Init()
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{
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resolution = new Vector2(screenWidth, screenHeight);
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brushSize = 8;
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// Game of Life logic compute shader
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var golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl");
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var golLogicBytes = Encoding.UTF8.GetBytes(golLogicCode + "\0");
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fixed (byte* p = golLogicBytes)
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{
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golLogicShader = Rlgl.LoadShader((sbyte*)p, (int)ShaderType.Compute);
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}
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golLogicProgram = Rlgl.LoadShaderProgramCompute(golLogicShader);
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// Game of Life logic render shader
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golRenderShader = LoadShader(null, "resources/shaders/glsl430/gol_render.glsl");
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resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
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// Game of Life transfert shader (CPU<->GPU download and upload)
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var golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
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var golTransfertBytes = Encoding.UTF8.GetBytes(golTransfertCode + "\0");
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fixed (byte* p = golTransfertBytes)
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{
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golTransfertShader = Rlgl.LoadShader((sbyte*)p, (int)ShaderType.Compute);
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}
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golTransfertProgram = Rlgl.LoadShaderProgramCompute(golTransfertShader);
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// Load shader storage buffer object (SSBO), id returned
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ssboA = Rlgl.LoadShaderBuffer((uint)(GolWidth * GolWidth * sizeof(uint)), null, Rlgl.DYNAMIC_COPY);
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ssboB = Rlgl.LoadShaderBuffer((uint)(GolWidth * GolWidth * sizeof(uint)), null, Rlgl.DYNAMIC_COPY);
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ssboTransfert = Rlgl.LoadShaderBuffer((uint)sizeof(GolUpdateSSBO), null, Rlgl.DYNAMIC_COPY);
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transfertBuffer = new();
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// Create a white texture of the size of the window to update
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// each pixel of the window using the fragment shader: golRenderShader
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var whiteImage = GenImageColor(GolWidth, GolWidth, Color.White);
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whiteTex = LoadTextureFromImage(whiteImage);
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UnloadImage(whiteImage);
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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brushSize += (uint)(int)GetMouseWheelMove();
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if ((IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
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&& (transfertBuffer.Count < MaxBufferedTransferts))
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{
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// Buffer a new command
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transfertBuffer.Commands[(int)transfertBuffer.Count].X = (uint)GetMouseX() - brushSize / 2;
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transfertBuffer.Commands[(int)transfertBuffer.Count].Y = (uint)GetMouseY() - brushSize / 2;
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transfertBuffer.Commands[(int)transfertBuffer.Count].W = brushSize;
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transfertBuffer.Commands[(int)transfertBuffer.Count].Enabled = IsMouseButtonDown(MouseButton.Left) ? 1u : 0u;
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transfertBuffer.Count++;
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}
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else if (transfertBuffer.Count > 0) // Process transfert buffer
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{
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// Send SSBO buffer to GPU
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fixed (GolUpdateSSBO* ptr = &transfertBuffer)
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{
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Rlgl.UpdateShaderBuffer(ssboTransfert, ptr, (uint)sizeof(GolUpdateSSBO), 0);
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}
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// Process SSBO commands on GPU
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Rlgl.EnableShader(golTransfertProgram);
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Rlgl.BindShaderBuffer(ssboA, 1);
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Rlgl.BindShaderBuffer(ssboTransfert, 3);
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Rlgl.ComputeShaderDispatch(transfertBuffer.Count, 1, 1); // Each GPU unit will process a command!
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Rlgl.DisableShader();
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transfertBuffer.Count = 0;
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}
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else
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{
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// Process game of life logic
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Rlgl.EnableShader(golLogicProgram);
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Rlgl.BindShaderBuffer(ssboA, 1);
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Rlgl.BindShaderBuffer(ssboB, 2);
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Rlgl.ComputeShaderDispatch(GolWidth / 16, GolWidth / 16, 1);
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Rlgl.DisableShader();
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// ssboA <-> ssboB
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var temp = ssboA;
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ssboA = ssboB;
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ssboB = temp;
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}
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Rlgl.BindShaderBuffer(ssboA, 1);
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Raylib.SetShaderValue(golRenderShader, resUniformLoc, resolution, ShaderUniformDataType.Vec2);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.Blank);
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BeginShaderMode(golRenderShader);
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DrawTexture(whiteTex, 0, 0, Color.White);
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EndShaderMode();
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DrawRectangleLines(GetMouseX() - (int)(brushSize / 2), GetMouseY() - (int)(brushSize / 2), (int)brushSize, (int)brushSize, Color.Red);
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DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, Color.White);
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DrawFPS(GetScreenWidth() - 100, 10);
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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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// Unload shader buffers objects
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Rlgl.UnloadShaderBuffer(ssboA);
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Rlgl.UnloadShaderBuffer(ssboB);
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Rlgl.UnloadShaderBuffer(ssboTransfert);
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// Unload compute shader
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Rlgl.UnloadShader(golLogicShader);
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Rlgl.UnloadShader(golTransfertShader);
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Rlgl.UnloadShaderProgram(golTransfertProgram);
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Rlgl.UnloadShaderProgram(golLogicProgram);
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UnloadTexture(whiteTex); // Unload white texture
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UnloadShader(golRenderShader); // Unload rendering fragment 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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl compute");
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//--------------------------------------------------------------------------------------
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var game = new RlglCompute();
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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(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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