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Update shaders_shadowmap_rendering.c
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@ -79,8 +79,9 @@ int main(void)
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cube.materials[0].shader = shadowShader;
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cube.materials[0].shader = shadowShader;
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Model robot = LoadModel("resources/models/robot.glb");
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Model robot = LoadModel("resources/models/robot.glb");
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for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader;
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for (int i = 0; i < robot.materialCount; i++) robot.materials[i].shader = shadowShader;
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int animCount = 0;
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int animCount = 0;
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ModelAnimation *robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
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ModelAnimation *anims = LoadModelAnimations("resources/models/robot.glb", &animCount);
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RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
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RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
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@ -115,8 +116,8 @@ int main(void)
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UpdateCamera(&camera, CAMERA_ORBITAL);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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frameCounter++;
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frameCounter++;
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frameCounter %= (robotAnimations[0].frameCount);
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frameCounter %= (anims[0].keyframeCount);
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UpdateModelAnimation(robot, robotAnimations[0], frameCounter);
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UpdateModelAnimation(robot, anims[0], frameCounter);
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// Move light with arrow keys
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// Move light with arrow keys
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const float cameraSpeed = 0.05f;
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const float cameraSpeed = 0.05f;
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@ -190,7 +191,7 @@ int main(void)
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UnloadShader(shadowShader);
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UnloadShader(shadowShader);
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UnloadModel(cube);
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UnloadModel(cube);
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UnloadModel(robot);
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UnloadModel(robot);
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UnloadModelAnimations(robotAnimations, animCount);
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UnloadModelAnimations(anims, animCount);
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UnloadShadowmapRenderTexture(shadowMap);
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UnloadShadowmapRenderTexture(shadowMap);
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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