Clang Vector Extension support
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d2db7b71da
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4 changed files with 148 additions and 44 deletions
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@ -155,9 +155,9 @@ int main(void)
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for (int i = 0; i < MAX_CUBES; i++)
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{
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cubePositions[i] = (Vector3){
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.x = (float)(rand()%10) - 5,
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.y = (float)(rand()%5),
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.z = (float)(rand()%10) - 5,
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(float)(rand()%10) - 5,
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(float)(rand()%5),
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(float)(rand()%10) - 5,
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};
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cubeRotations[i] = (float)(rand()%360);
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@ -114,7 +114,7 @@ int main(void)
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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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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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@ -68,7 +68,7 @@ int main(void)
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
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Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f};
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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// Use Customized function to create writable depth texture buffer
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@ -135,7 +135,7 @@ int main(void)
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spots[i].inner = 28.0f * (i + 1);
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spots[i].radius = 48.0f * (i + 1);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
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}
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@ -173,7 +173,7 @@ int main(void)
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if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
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}
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position, SHADER_UNIFORM_VEC2);
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}
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// Draw
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