Update shaders_shadowmap_rendering.c
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388806f24d
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1 changed files with 26 additions and 25 deletions
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@ -21,9 +21,9 @@
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#include "rlgl.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#define GLSL_VERSION 100
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#endif
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#endif
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#define SHADOWMAP_RESOLUTION 1024
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#define SHADOWMAP_RESOLUTION 1024
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@ -60,7 +60,7 @@ int main(void)
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TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
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TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
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shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
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shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
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Vector3 lightDir = Vector3Normalize((Vector3) { 0.35f, -1.0f, -0.35f });
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Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f });
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Color lightColor = WHITE;
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Color lightColor = WHITE;
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Vector4 lightColorNormalized = ColorNormalize(lightColor);
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Vector4 lightColorNormalized = ColorNormalize(lightColor);
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int lightDirLoc = GetShaderLocation(shadowShader, "lightDir");
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int lightDirLoc = GetShaderLocation(shadowShader, "lightDir");
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@ -125,19 +125,19 @@ int main(void)
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const float cameraSpeed = 0.05f;
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const float cameraSpeed = 0.05f;
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if (IsKeyDown(KEY_LEFT))
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if (IsKeyDown(KEY_LEFT))
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{
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{
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if (lightDir.x < 0.6f) lightDir.x += cameraSpeed * 60.0f * deltaTime;
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if (lightDir.x < 0.6f) lightDir.x += cameraSpeed*60.0f*deltaTime;
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}
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}
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if (IsKeyDown(KEY_RIGHT))
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if (IsKeyDown(KEY_RIGHT))
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{
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{
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if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed * 60.0f * deltaTime;
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if (lightDir.x > -0.6f) lightDir.x -= cameraSpeed*60.0f*deltaTime;
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}
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}
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if (IsKeyDown(KEY_UP))
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if (IsKeyDown(KEY_UP))
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{
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{
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if (lightDir.z < 0.6f) lightDir.z += cameraSpeed * 60.0f * deltaTime;
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if (lightDir.z < 0.6f) lightDir.z += cameraSpeed*60.0f*deltaTime;
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}
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}
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if (IsKeyDown(KEY_DOWN))
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if (IsKeyDown(KEY_DOWN))
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{
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{
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if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed * 60.0f * deltaTime;
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if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
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}
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}
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lightDir = Vector3Normalize(lightDir);
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lightDir = Vector3Normalize(lightDir);
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@ -162,6 +162,7 @@ int main(void)
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EndMode3D();
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EndMode3D();
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EndTextureMode();
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EndTextureMode();
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lightViewProj = MatrixMultiply(lightView, lightProj);
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lightViewProj = MatrixMultiply(lightView, lightProj);
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// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap
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// PASS 02: Draw the scene into main framebuffer, using the generated shadowmap
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