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@@ -711,23 +711,23 @@ typedef enum {
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GAMEPAD_AXIS_RIGHT_Y = 3,
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// Pressure levels for the back triggers
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- GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
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- GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
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+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
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+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
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} GamepadAxis;
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// Material map index
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typedef enum {
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- MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
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- MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
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- MATERIAL_MAP_NORMAL = 2,
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- MATERIAL_MAP_ROUGHNESS = 3,
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- MATERIAL_MAP_OCCLUSION,
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- MATERIAL_MAP_EMISSION,
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- MATERIAL_MAP_HEIGHT,
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- MATERIAL_MAP_BRDG,
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- MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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- MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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- MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP
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+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
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+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
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+ MATERIAL_MAP_NORMAL, // Normal material
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+ MATERIAL_MAP_ROUGHNESS, // Roughness material
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+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
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+ MATERIAL_MAP_EMISSION, // Emission material
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+ MATERIAL_MAP_HEIGHT, // Heightmap material
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+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
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+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
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+ MATERIAL_MAP_PREFILTER // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
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+ MATERIAL_MAP_BRDG, // Brdg material
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} MaterialMapIndex;
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#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
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@@ -735,32 +735,32 @@ typedef enum {
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// Shader location index
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typedef enum {
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- SHADER_LOC_VERTEX_POSITION = 0,
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- SHADER_LOC_VERTEX_TEXCOORD01,
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- SHADER_LOC_VERTEX_TEXCOORD02,
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- SHADER_LOC_VERTEX_NORMAL,
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- SHADER_LOC_VERTEX_TANGENT,
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- SHADER_LOC_VERTEX_COLOR,
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- SHADER_LOC_MATRIX_MVP,
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- SHADER_LOC_MATRIX_VIEW,
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- SHADER_LOC_MATRIX_PROJECTION,
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- SHADER_LOC_MATRIX_MODEL,
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- SHADER_LOC_MATRIX_NORMAL,
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- SHADER_LOC_VECTOR_VIEW,
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- SHADER_LOC_COLOR_DIFFUSE,
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- SHADER_LOC_COLOR_SPECULAR,
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- SHADER_LOC_COLOR_AMBIENT,
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- SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
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- SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
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- SHADER_LOC_MAP_NORMAL,
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- SHADER_LOC_MAP_ROUGHNESS,
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- SHADER_LOC_MAP_OCCLUSION,
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- SHADER_LOC_MAP_EMISSION,
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- SHADER_LOC_MAP_HEIGHT,
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- SHADER_LOC_MAP_CUBEMAP,
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- SHADER_LOC_MAP_IRRADIANCE,
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- SHADER_LOC_MAP_PREFILTER,
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- SHADER_LOC_MAP_BRDF
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+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location point: position
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+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location point: texcoord01
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+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location point: texcoord02
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+ SHADER_LOC_VERTEX_NORMAL, // Shader location point: normal
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+ SHADER_LOC_VERTEX_TANGENT, // Shader location point: tangent
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+ SHADER_LOC_VERTEX_COLOR, // Shader location point: color
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+ SHADER_LOC_MATRIX_MVP, // Shader location point: model-view-projection matrix
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+ SHADER_LOC_MATRIX_VIEW, // Shader location point: view matrix
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+ SHADER_LOC_MATRIX_PROJECTION, // Shader location point: projection matrix
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+ SHADER_LOC_MATRIX_MODEL, // Shader location point: model matrix
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+ SHADER_LOC_MATRIX_NORMAL, // Shader location point: normal matrix
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+ SHADER_LOC_VECTOR_VIEW, // Shader location point: view vector
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+ SHADER_LOC_COLOR_DIFFUSE, // Shader location point: diffuse color
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+ SHADER_LOC_COLOR_SPECULAR, // Shader location point: specular color
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+ SHADER_LOC_COLOR_AMBIENT, // Shader location point: ambient color
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+ SHADER_LOC_MAP_ALBEDO, // Shader location point: albedo texture (same as: SHADER_LOC_MAP_DIFFUSE)
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+ SHADER_LOC_MAP_METALNESS, // Shader location point: metalness texture (same as: SHADER_LOC_MAP_SPECULAR)
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+ SHADER_LOC_MAP_NORMAL, // Shader location point: normal texture
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+ SHADER_LOC_MAP_ROUGHNESS, // Shader location point: roughness texture
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+ SHADER_LOC_MAP_OCCLUSION, // Shader location point: occlusion texture
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+ SHADER_LOC_MAP_EMISSION, // Shader location point: emission texture
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+ SHADER_LOC_MAP_HEIGHT, // Shader location point: height texture
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+ SHADER_LOC_MAP_CUBEMAP, // Shader location point: cubemap texture_cube_map
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+ SHADER_LOC_MAP_IRRADIANCE, // Shader location point: irradiance texture_cube_map
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+ SHADER_LOC_MAP_PREFILTER, // Shader location point: prefilter texture_cube_map
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+ SHADER_LOC_MAP_BRDF // Shader location point: brdf texture
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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@@ -768,41 +768,49 @@ typedef enum {
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// Shader uniform data type
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typedef enum {
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- SHADER_UNIFORM_FLOAT = 0,
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- SHADER_UNIFORM_VEC2,
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- SHADER_UNIFORM_VEC3,
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- SHADER_UNIFORM_VEC4,
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- SHADER_UNIFORM_INT,
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- SHADER_UNIFORM_IVEC2,
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- SHADER_UNIFORM_IVEC3,
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- SHADER_UNIFORM_IVEC4,
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- SHADER_UNIFORM_SAMPLER2D
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+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
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+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
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+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
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+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
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+ SHADER_UNIFORM_INT, // Shader uniform type: int
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+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
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+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
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+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
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+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
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} ShaderUniformDataType;
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+// Shader attribute data types
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+typedef enum {
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+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
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+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
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+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
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+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
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+} ShaderAttributeDataType;
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+
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// Pixel formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
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- PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
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- PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
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- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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- PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
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- PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
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- PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
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- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
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- PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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- PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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- PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
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- PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
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- PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
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- PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
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- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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- PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
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- PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
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- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
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+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
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+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
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+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
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+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
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+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
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+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
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+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
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+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
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+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
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+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
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+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
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+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
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+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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+ PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} PixelFormat;
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// Texture parameters: filter mode
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@@ -819,68 +827,68 @@ typedef enum {
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// Texture parameters: wrap mode
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typedef enum {
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- TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
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- TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
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- TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
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- TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
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+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
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+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
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+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
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+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
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} TextureWrap;
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// Cubemap layouts
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typedef enum {
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- CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
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- CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
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- CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
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- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
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- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
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- CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
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+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
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+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
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+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
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+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
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+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
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+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
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} CubemapLayout;
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// Font type, defines generation method
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typedef enum {
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- FONT_DEFAULT = 0, // Default font generation, anti-aliased
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- FONT_BITMAP, // Bitmap font generation, no anti-aliasing
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- FONT_SDF // SDF font generation, requires external shader
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+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
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+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
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+ FONT_SDF // SDF font generation, requires external shader
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} FontType;
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// Color blending modes (pre-defined)
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typedef enum {
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- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
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- BLEND_ADDITIVE, // Blend textures adding colors
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- BLEND_MULTIPLIED, // Blend textures multiplying colors
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- BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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- BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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- BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
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+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
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+ BLEND_ADDITIVE, // Blend textures adding colors
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+ BLEND_MULTIPLIED, // Blend textures multiplying colors
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+ BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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+ BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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+ BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
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} BlendMode;
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// Gestures
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// NOTE: It could be used as flags to enable only some gestures
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typedef enum {
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- GESTURE_NONE = 0,
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- GESTURE_TAP = 1,
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- GESTURE_DOUBLETAP = 2,
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- GESTURE_HOLD = 4,
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- GESTURE_DRAG = 8,
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- GESTURE_SWIPE_RIGHT = 16,
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- GESTURE_SWIPE_LEFT = 32,
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- GESTURE_SWIPE_UP = 64,
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- GESTURE_SWIPE_DOWN = 128,
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- GESTURE_PINCH_IN = 256,
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- GESTURE_PINCH_OUT = 512
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+ GESTURE_NONE = 0, // No gesture
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+ GESTURE_TAP = 1, // Tap gesture
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+ GESTURE_DOUBLETAP = 2, // Double tap gesture
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+ GESTURE_HOLD = 4, // Hold gesture
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+ GESTURE_DRAG = 8, // Drag gesture
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+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
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+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
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+ GESTURE_SWIPE_UP = 64, // Swipe up gesture
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+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
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+ GESTURE_PINCH_IN = 256, // Pinch in gesture
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+ GESTURE_PINCH_OUT = 512 // Pinch out gesture
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} Gesture;
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// Camera system modes
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typedef enum {
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- CAMERA_CUSTOM = 0,
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- CAMERA_FREE,
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- CAMERA_ORBITAL,
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- CAMERA_FIRST_PERSON,
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- CAMERA_THIRD_PERSON
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+ CAMERA_CUSTOM = 0, // Custom camera
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+ CAMERA_FREE, // Free camera
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+ CAMERA_ORBITAL, // Orbital camera
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+ CAMERA_FIRST_PERSON, // First person camera
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+ CAMERA_THIRD_PERSON // Third person camera
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} CameraMode;
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// Camera projection
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typedef enum {
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- CAMERA_PERSPECTIVE = 0,
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- CAMERA_ORTHOGRAPHIC
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+ CAMERA_PERSPECTIVE = 0, // Perspective projection
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+ CAMERA_ORTHOGRAPHIC // Orthographic projection
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} CameraProjection;
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// N-patch layout
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