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Reviewed skybox and pbr examples
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@ -12,6 +12,12 @@
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#include "raylib.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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// Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
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@ -35,21 +41,17 @@ int main(void)
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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#if defined(PLATFORM_DESKTOP)
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skybox.materials[0].shader = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
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#endif
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skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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// Load cubemap shader and setup required shader locations
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#if defined(PLATFORM_DESKTOP)
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Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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#endif
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Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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char skyboxFileName[256] = { 0 };
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