WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
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@ -20,13 +20,13 @@
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*
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* The right hand side of the screen there is just enough light to see whats
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* going on without the spot light, great for a stealth type game where you
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* have to avoid the spotlights.
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* have to avoid the spotlights
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*
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* The left hand side of the screen is in pitch dark except for where the spotlights are.
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* The left hand side of the screen is in pitch dark except for where the spotlights are
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*
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* Although this example doesn't scale like the letterbox example, you could integrate
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* the two techniques, but by scaling the actual colour of the render texture rather
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* than using alpha as a mask.
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* than using alpha as a mask
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*
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********************************************************************************************/
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@ -115,7 +115,7 @@ int main(void)
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}
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// Tell the shader how wide the screen is so we can have
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// a pitch black half and a dimly lit half.
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// a pitch black half and a dimly lit half
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unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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float sw = (float)GetScreenWidth();
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SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
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