example resize fixes

This commit is contained in:
Jon Daniel 2025-02-26 19:12:32 +01:00
commit 48f9c9c8ff
32 changed files with 323 additions and 234 deletions

View file

@ -1,6 +1,6 @@
# - Try to find raylib
# Options:
# raylib_USE_STATIC_LIBS - OFF by default
# raylib_USE_STATIC_LIBS - ON by default
# raylib_VERBOSE - OFF by default
# Once done, this defines a raylib target that can be passed to
# target_link_libraries as well as following variables:
@ -11,6 +11,9 @@
# raylib_LDFLAGS - The linker flags needed with raylib
# raylib_DEFINITIONS - Compiler switches required for using raylib
option(raylib_USE_STATIC_LIBS "Use static libs" ON)
option(raylib_VERBOSE "Use static libs" OFF)
if (NOT TARGET raylib)
set(XPREFIX PC_RAYLIB)
@ -25,23 +28,22 @@ if (NOT TARGET raylib)
find_path(raylib_INCLUDE_DIR
NAMES raylib.h
HINTS ${${XPREFIX}_INCLUDE_DIRS}
HINTS ${${XPREFIX}_INCLUDE_DIRS} ${raylib_DIR}/../../../include/
)
set(RAYLIB_NAMES raylib)
if (raylib_USE_STATIC_LIBS)
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
endif()
set(RAYLIB_NAMES libraylib.a raylib.lib)
else ()
set(RAYLIB_NAMES raylib)
endif ()
find_library(raylib_LIBRARY
NAMES ${RAYLIB_NAMES}
HINTS ${${XPREFIX}_LIBRARY_DIRS}
HINTS ${${XPREFIX}_LIBRARY_DIRS} ${raylib_DIR}/../../
)
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})

View file

@ -94,7 +94,7 @@ int main(void)
EndMode3D();
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Guy IQM 3D model by @culacant", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------

View file

@ -111,7 +111,7 @@ int main(void)
EndMode3D();
DrawText("Move player with arrow keys to collide", 220, 40, 20, GRAY);
DrawText("Move player with arrow keys to collide", GetScreenWidth()/2 - 220, 40, 20, GRAY);
DrawFPS(10, 10);
@ -125,4 +125,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -71,8 +71,8 @@ int main(void)
EndMode3D();
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
DrawTexture(texture, GetScreenWidth() - texture.width - 20, 20, WHITE);
DrawRectangleLines(GetScreenWidth() - texture.width - 20, 20, texture.width, texture.height, GREEN);
DrawFPS(10, 10);
@ -89,4 +89,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -135,7 +135,7 @@ int main(void)
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Castle 3D model by Alberto Cano", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
DrawFPS(10, 10);
@ -152,4 +152,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -182,11 +182,11 @@ int main(void)
EndMode3D();
// Display info
DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE);
DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE);
DrawRectangle(10, GetScreenHeight() - 50, 340, 60, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, GetScreenHeight() - 50, 340, 60, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, GetScreenHeight() - 50 + 10, 10, BLUE);
DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, GetScreenHeight() - 50 + 20, 10, BLUE);
DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, GetScreenHeight() - 50 + 30, 10, BLUE);
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
EndDrawing();

View file

@ -110,21 +110,21 @@ int main(void)
EndMode3D();
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
DrawRectangle(30, GetScreenHeight() - 50, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, GetScreenHeight() - 50, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, GetScreenHeight() - 50 + 10, 10, BLUE);
switch (currentModel)
{
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
case 0: DrawText("PLANE", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
case 1: DrawText("CUBE", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
case 2: DrawText("SPHERE", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
case 3: DrawText("HEMISPHERE", GetScreenWidth() - 160, 10, 20, DARKBLUE); break;
case 4: DrawText("CYLINDER", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", GetScreenWidth() - 120, 10, 20, DARKBLUE); break;
case 8: DrawText("Custom (triangle)", GetScreenWidth() - 220, 10, 20, DARKBLUE); break;
default: break;
}

View file

@ -226,9 +226,9 @@ int main(void)
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
}
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
DrawText("Right click mouse to toggle camera controls", 10, GetScreenHeight() - 20, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
DrawFPS(10, 10);
@ -245,4 +245,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -125,7 +125,7 @@ int main()
EndMode3D();
// Draw UI text
DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
DrawText(TextFormat("Point Count: %d", numPoints), 20, GetScreenHeight() - 50, 40, WHITE);
DrawText("Up - increase points", 20, 70, 20, WHITE);
DrawText("Down - decrease points", 20, 100, 20, WHITE);
DrawText("Space - drawing function", 20, 130, 20, WHITE);

View file

@ -112,7 +112,7 @@ int main(void)
EndMode3D();
DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
DrawText("EARTH ORBITING AROUND THE SUN!", GetScreenWidth() - 400, 10, 20, MAROON);
DrawFPS(10, 10);
EndDrawing();

View file

@ -101,13 +101,13 @@ int main(void)
EndMode3D();
// Draw controls info
DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY);
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY);
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY);
DrawRectangle(30, GetScreenHeight() - 80, 260, 70, Fade(GREEN, 0.5f));
DrawRectangleLines(30, GetScreenHeight() - 80, 260, 70, Fade(DARKGREEN, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, GetScreenHeight() - 70, 10, DARKGRAY);
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, GetScreenHeight() - 50, 10, DARKGRAY);
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, GetScreenHeight() - 30, 10, DARKGRAY);
DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY);
DrawText("(c) WWI Plane Model created by GiaHanLam", GetScreenWidth() - 240, GetScreenHeight() - 20, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

View file

@ -12,19 +12,15 @@ uniform vec4 colDiffuse;
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800.0;
const float renderHeight = 450.0;
float radius = 250.0;
float angle = 0.8;
uniform vec2 size = { 800.0, 450.0 };
uniform vec2 center;
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
vec2 tc = fragTexCoord*size;
tc -= center;
float dist = length(tc);
@ -40,7 +36,7 @@ void main()
}
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);
}

View file

@ -10,19 +10,15 @@ uniform vec4 colDiffuse;
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;
uniform vec2 size = vec2(800.0, 450.0);
uniform vec2 center;
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
vec2 tc = fragTexCoord*size;
tc -= center;
float dist = length(tc);
@ -38,7 +34,7 @@ void main()
}
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);;
}
}

View file

@ -13,19 +13,15 @@ out vec4 finalColor;
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;
uniform vec2 size = vec2(800.0, 450.0);
uniform vec2 center = vec2(200.0, 200.0);
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
vec2 tc = fragTexCoord*size;
tc -= center;
float dist = length(tc);
@ -41,7 +37,7 @@ void main()
}
tc += center;
vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
vec4 color = texture(texture0, tc/size)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);;
}
}

View file

@ -253,7 +253,7 @@ int main()
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", GetScreenWidth() - 320, GetScreenHeight() - 20, 10, LIGHTGRAY);
DrawFPS(10, 10);

View file

@ -35,8 +35,10 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int screenWidth = 800;
int screenHeight = 450;
float swirlSize[2] = { (float)screenWidth, (float)screenHeight };
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
@ -62,12 +64,11 @@ int main(void)
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlSizeLoc = GetShaderLocation(shader, "size");
int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
RenderTexture2D target;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -75,15 +76,24 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
// Create a RenderTexture2D to be used for render to texture
UnloadRenderTexture(target);
target = LoadRenderTexture(screenWidth, screenHeight);
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
Vector2 mousePosition = GetMousePosition();
swirlSize[0] = screenWidth;
swirlSize[1] = screenHeight;
SetShaderValue(shader, swirlSizeLoc, swirlSize, SHADER_UNIFORM_VEC2);
swirlCenter[0] = mousePosition.x;
swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
//----------------------------------------------------------------------------------
@ -98,7 +108,7 @@ int main(void)
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
DrawText("TEXT DRAWN IN RENDER TEXTURE", screenWidth - 600, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing();
@ -107,7 +117,7 @@ int main(void)
// Enable shader using the custom uniform
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw some 2d text over drawn texture
@ -128,4 +138,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -51,9 +51,6 @@ int main(void)
int mouseLoc = GetShaderLocation(shader, "mouse");
int timeLoc = GetShaderLocation(shader, "time");
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
float totalTime = 0.0f;
bool shaderAutoReloading = false;
@ -65,6 +62,9 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
float resolution[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
totalTime += GetFrameTime();
Vector2 mouse = GetMousePosition();
float mousePos[2] = { mouse.x, mouse.y };
@ -113,14 +113,14 @@ int main(void)
// We only draw a white full-screen rectangle, frame is generated in shader
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
EndShaderMode();
DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK);
DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, GetScreenHeight() - 20, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

View file

@ -69,12 +69,6 @@ int main(void)
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
// Use Customized function to create writable depth texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Define the camera to look into our 3d world
Camera camera = {
@ -87,6 +81,7 @@ int main(void)
// Camera FOV is pre-calculated in the camera Distance.
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
RenderTexture2D target;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -96,6 +91,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Use Customized function to create writable depth texture buffer
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
UnloadRenderTexture(target);
target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
Vector2 screenCenter = {.x = GetScreenWidth()/2.0f, .y = GetScreenHeight()/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update Camera Postion in the ray march shader.
@ -115,7 +118,7 @@ int main(void)
// Raymarch Scene
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
BeginShaderMode(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
DrawRectangleRec((Rectangle){0,0, (float)GetScreenWidth(), (float)GetScreenHeight()},WHITE);
EndShaderMode();
// Rasterize Scene
@ -134,7 +137,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------

View file

@ -88,7 +88,7 @@ int main(void)
EndMode3D();
DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
DrawText("(c) Watermill 3D model by Alberto Cano", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
DrawFPS(10, 10);
@ -106,4 +106,4 @@ int main(void)
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -133,6 +133,8 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
UnloadRenderTexture(target);
target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
@ -148,17 +150,17 @@ int main(void)
// Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2){0, 0}, WHITE);
EndShaderMode();
// Draw 2d shapes and text over drawn texture
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Church 3D model by Alberto Cano", GetScreenWidth() - 200, GetScreenHeight() - 20, 10, GRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
DrawFPS(GetScreenWidth() - 100, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}

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