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REXM: Update examples
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@ -633,6 +633,7 @@ SHADERS = \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_rendering \
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shaders/shaders_depth_rendering \
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shaders/shaders_depth_writing \
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shaders/shaders_eratosthenes_sieve \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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@ -655,8 +656,7 @@ SHADERS = \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_vertex_displacement \
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shaders/shaders_depth_writing
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -633,6 +633,7 @@ SHADERS = \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_rendering \
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shaders/shaders_depth_rendering \
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shaders/shaders_depth_writing \
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shaders/shaders_eratosthenes_sieve \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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@ -655,8 +656,7 @@ SHADERS = \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_vertex_displacement \
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shaders/shaders_depth_writing
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -1167,7 +1167,11 @@ shaders/shaders_deferred_rendering: shaders/shaders_deferred_rendering.c
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shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
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--preload-file shaders/resources/shaders/glsl100/depth_render.fs@resources/shaders/glsl100/depth_render.fs
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shaders/shaders_depth_writing: shaders/shaders_depth_writing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/depth_write.fs@resources/shaders/glsl100/depth_write.fs
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shaders/shaders_eratosthenes_sieve: shaders/shaders_eratosthenes_sieve.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@ -1298,10 +1302,6 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
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shaders/shaders_depth_writing: shaders/shaders_depth_writing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
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# Compile AUDIO examples
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audio/audio_mixed_processor: audio/audio_mixed_processor.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@ -58,7 +58,7 @@ int main(void)
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// Load custom render texture with writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth writting shader
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// Load depth writing shader
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// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_write.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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