REXM: RENAME: example: shaders_fog --> shaders_fog_rendering
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8 changed files with 574 additions and 574 deletions
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@ -632,7 +632,7 @@ SHADERS = \
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shaders/shaders_custom_uniform \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_render \
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shaders/shaders_deferred_render \
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shaders/shaders_eratosthenes \
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shaders/shaders_eratosthenes \
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shaders/shaders_fog \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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shaders/shaders_hot_reloading \
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shaders/shaders_hybrid_render \
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shaders/shaders_hybrid_render \
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shaders/shaders_julia_set \
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shaders/shaders_julia_set \
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@ -632,7 +632,7 @@ SHADERS = \
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shaders/shaders_custom_uniform \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_render \
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shaders/shaders_deferred_render \
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shaders/shaders_eratosthenes \
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shaders/shaders_eratosthenes \
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shaders/shaders_fog \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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shaders/shaders_hot_reloading \
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shaders/shaders_hybrid_render \
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shaders/shaders_hybrid_render \
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shaders/shaders_julia_set \
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shaders/shaders_julia_set \
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@ -1165,7 +1165,7 @@ shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs
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--preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs
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shaders/shaders_fog: shaders/shaders_fog.c
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shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
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--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
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--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \
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--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \
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@ -189,7 +189,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
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| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
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| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
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| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
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| [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
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| [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
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| [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | <img src="shaders/shaders_fog_rendering.png" alt="shaders_fog_rendering" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
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| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
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| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
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| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
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| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
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@ -137,7 +137,7 @@ shaders;shaders_texture_outline;⭐️⭐️⭐️☆;4.0;4.0;"Samuel Skiff";@Go
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shaders;shaders_texture_waves;⭐️⭐️☆☆;2.5;3.7;"Anata";@anatagawa
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shaders;shaders_texture_waves;⭐️⭐️☆☆;2.5;3.7;"Anata";@anatagawa
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shaders;shaders_julia_set;⭐️⭐️⭐️☆;2.5;4.0;"Josh Colclough";@joshcol9232
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shaders;shaders_julia_set;⭐️⭐️⭐️☆;2.5;4.0;"Josh Colclough";@joshcol9232
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shaders;shaders_eratosthenes;⭐️⭐️⭐️☆;2.5;4.0;"ProfJski";@ProfJski
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shaders;shaders_eratosthenes;⭐️⭐️⭐️☆;2.5;4.0;"ProfJski";@ProfJski
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shaders;shaders_fog;⭐️⭐️⭐️☆;2.5;3.7;"Chris Camacho";@chriscamacho
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shaders;shaders_fog_rendering;⭐️⭐️⭐️☆;2.5;3.7;"Chris Camacho";@chriscamacho
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shaders;shaders_simple_mask;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho
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shaders;shaders_simple_mask;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho
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shaders;shaders_hot_reloading;⭐️⭐️⭐️☆;3.0;3.5;"Ramon Santamaria";@raysan5
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shaders;shaders_hot_reloading;⭐️⭐️⭐️☆;3.0;3.5;"Ramon Santamaria";@raysan5
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shaders;shaders_mesh_instancing;⭐️⭐️⭐️⭐️;3.7;4.2;"seanpringle";@seanpringle
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shaders;shaders_mesh_instancing;⭐️⭐️⭐️⭐️;3.7;4.2;"seanpringle";@seanpringle
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157
examples/shaders/shaders_fog_rendering.c
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157
examples/shaders/shaders_fog_rendering.c
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@ -0,0 +1,157 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - fog
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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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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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*
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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 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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#include "raylib.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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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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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load models and texture
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Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
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Texture texture = LoadTexture("resources/texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Load shader and set up some uniforms
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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float fogDensity = 0.15f;
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int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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// NOTE: All models share the same shader
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modelA.materials[0].shader = shader;
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modelB.materials[0].shader = shader;
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modelC.materials[0].shader = shader;
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// Using just 1 point lights
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CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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if (IsKeyDown(KEY_UP))
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{
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fogDensity += 0.001f;
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if (fogDensity > 1.0f) fogDensity = 1.0f;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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fogDensity -= 0.001f;
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if (fogDensity < 0.0f) fogDensity = 0.0f;
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}
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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// Rotate the torus
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
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// Update the light shader with the camera view position
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(GRAY);
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BeginMode3D(camera);
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
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for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
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EndMode3D();
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DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE);
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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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UnloadModel(modelA); // Unload the model A
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UnloadModel(modelB); // Unload the model B
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UnloadModel(modelC); // Unload the model C
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UnloadTexture(texture); // Unload the texture
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UnloadShader(shader); // Unload shader
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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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BIN
examples/shaders/shaders_fog_rendering.png
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BIN
examples/shaders/shaders_fog_rendering.png
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After Width: | Height: | Size: 132 KiB |
569
projects/VS2022/examples/shaders_fog_rendering.vcxproj
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569
projects/VS2022/examples/shaders_fog_rendering.vcxproj
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@ -0,0 +1,569 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug.DLL|ARM64">
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<Configuration>Debug.DLL</Configuration>
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<Platform>ARM64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug.DLL|Win32">
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<Configuration>Debug.DLL</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug.DLL|x64">
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<Configuration>Debug.DLL</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|ARM64">
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<Configuration>Debug</Configuration>
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<Platform>ARM64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release.DLL|ARM64">
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<Configuration>Release.DLL</Configuration>
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<Platform>ARM64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release.DLL|Win32">
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<Configuration>Release.DLL</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release.DLL|x64">
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<Configuration>Release.DLL</Configuration>
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<Platform>x64</Platform>
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||||||
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||||||
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||||||
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
|
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
|
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</PrecompiledHeader>
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|
<Optimization>MaxSpeed</Optimization>
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||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
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||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<OptimizeReferences>true</OptimizeReferences>
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|
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<PostBuildEvent>
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<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
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</PostBuildEvent>
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<PostBuildEvent>
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<Message>Copy Release DLL to output directory</Message>
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</PostBuildEvent>
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|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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|
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<PostBuildEvent>
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</PostBuildEvent>
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|
<Message>Copy Release DLL to output directory</Message>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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|
</ClCompile>
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<Link>
|
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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|
<GenerateDebugInformation>true</GenerateDebugInformation>
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|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||||
|
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|
<PostBuildEvent>
|
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|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\..\examples\shaders\shaders_fog_rendering.c" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||||
|
</ProjectReference>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
|
|
@ -203,7 +203,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_custom_uniform", "e
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_eratosthenes", "examples\shaders_eratosthenes.vcxproj", "{D08AA2A0-2F94-4BF5-B42D-E92450F03FD1}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_eratosthenes", "examples\shaders_eratosthenes.vcxproj", "{D08AA2A0-2F94-4BF5-B42D-E92450F03FD1}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_fog", "examples\shaders_fog.vcxproj", "{4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_fog_rendering", "examples\shaders_fog_rendering.vcxproj", "{4A7D0ECA-D7CC-4E66-B741-C92E9C1B42FF}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hot_reloading", "examples\shaders_hot_reloading.vcxproj", "{CF3755C4-937D-4ABF-B7B3-95140808717F}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hot_reloading", "examples\shaders_hot_reloading.vcxproj", "{CF3755C4-937D-4ABF-B7B3-95140808717F}"
|
||||||
EndProject
|
EndProject
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue