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#ifndef ASSET_H
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#define ASSET_H
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typedef struct {
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const char* path;
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float frameWidth;
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float frameHeight;
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float rotation;
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} TextureAsset;
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#endif // ASSET_H
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@@ -0,0 +1,46 @@
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#ifndef POSTFX_H
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#define POSTFX_H
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typedef struct {
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Shader shader;
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int resolutionLoc;
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int strengthLoc;
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float strength;
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} PostProcessing;
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PostProcessing CreatePostFX(const char* shaderPath, float strength){
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PostProcessing postFX = {0};
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postFX.shader = LoadShader(NULL, shaderPath);
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if (postFX.shader.id == 0) {
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TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
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return postFX;
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}
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postFX.strength = strength;
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postFX.resolutionLoc = GetShaderLocation(postFX.shader, "resolution");
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postFX.strengthLoc = GetShaderLocation(postFX.shader, "strength");
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(postFX.shader, postFX.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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return postFX;
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}
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void UpdatePostFX(PostProcessing *postFX){
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if (postFX->shader.id == 0) return;
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SetShaderValue(postFX->shader, postFX->strengthLoc, &postFX->strength, SHADER_UNIFORM_FLOAT);
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(postFX->shader, postFX->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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}
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void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target){
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BeginShaderMode(postFX->shader);
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DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, target->texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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}
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void UnloadPostFX(PostProcessing *postFX){
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if (postFX->shader.id == 0) return;
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UnloadShader(postFX->shader);
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}
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#endif // POSTFX_H
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@@ -1,40 +0,0 @@
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#ifndef SHADER_H
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#define SHADER_H
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typedef struct {
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Shader shader;
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int resolutionLoc;
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int strengthLoc;
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float strength;
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} VignetteShader;
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VignetteShader CreateShader(const char* shaderPath, float strength){
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VignetteShader vignetteShader = {0};
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vignetteShader.shader = LoadShader(NULL, shaderPath);
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if (vignetteShader.shader.id == 0) {
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TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
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return vignetteShader;
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}
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vignetteShader.strength = strength;
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vignetteShader.resolutionLoc = GetShaderLocation(vignetteShader.shader, "resolution");
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vignetteShader.strengthLoc = GetShaderLocation(vignetteShader.shader, "strength");
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(vignetteShader.shader, vignetteShader.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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return vignetteShader;
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}
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void UpdateShader(VignetteShader* vignetteShader){
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if (vignetteShader->shader.id == 0) return;
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SetShaderValue(vignetteShader->shader, vignetteShader->strengthLoc, &vignetteShader->strength, SHADER_UNIFORM_FLOAT);
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(vignetteShader->shader, vignetteShader->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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}
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void UnloadVignetteShader(VignetteShader* vignetteShader){
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if (vignetteShader->shader.id == 0) return;
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UnloadShader(vignetteShader->shader);
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}
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#endif // SHADER_H
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