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REVIEWED: Added new examples to VS2022 solution

Ray 1 éve
szülő
commit
bbf0c3a46d

+ 72 - 69
examples/Makefile

@@ -428,97 +428,99 @@ endif
 # Define source code object files required
 #------------------------------------------------------------------------------------------------
 CORE = \
-    core/core_basic_window \
-    core/core_basic_screen_manager \
-    core/core_input_keys \
-    core/core_input_mouse \
-    core/core_input_mouse_wheel \
-    core/core_input_gamepad \
-    core/core_input_gamepad_info \
-    core/core_input_multitouch \
-    core/core_input_gestures \
-    core/core_input_gestures_web \
     core/core_2d_camera \
-    core/core_2d_camera_platformer \
     core/core_2d_camera_mouse_zoom \
+    core/core_2d_camera_platformer \
     core/core_2d_camera_split_screen \
-    core/core_3d_camera_mode \
-    core/core_3d_camera_free \
     core/core_3d_camera_first_person \
+    core/core_3d_camera_free \
+    core/core_3d_camera_mode \
     core/core_3d_camera_split_screen \
     core/core_3d_picking \
-    core/core_world_screen \
+    core/core_automation_events \
+    core/core_basic_screen_manager \
+    core/core_basic_window \
+    core/core_custom_frame_control \
     core/core_custom_logging \
     core/core_drop_files \
+    core/core_input_gamepad \
+    core/core_input_gamepad_info \
+    core/core_input_gestures \
+    core/core_input_gestures_web \
+    core/core_input_keys \
+    core/core_input_mouse \
+    core/core_input_mouse_wheel \
+    core/core_input_multitouch \
+    core/core_loading_thread \
     core/core_random_values \
     core/core_scissor_test \
+    core/core_smooth_pixelperfect \
     core/core_storage_values \
     core/core_vr_simulator \
-    core/core_loading_thread \
     core/core_window_flags \
     core/core_window_letterbox \
     core/core_window_should_close \
-    core/core_smooth_pixelperfect \
-    core/core_custom_frame_control
+    core/core_world_screen
 
 SHAPES = \
     shapes/shapes_basic_shapes \
     shapes/shapes_bouncing_ball \
-    shapes/shapes_colors_palette \
-    shapes/shapes_logo_raylib \
-    shapes/shapes_logo_raylib_anim \
-    shapes/shapes_rectangle_scaling \
-    shapes/shapes_lines_bezier \
     shapes/shapes_collision_area \
-    shapes/shapes_following_eyes \
+    shapes/shapes_colors_palette \
+    shapes/shapes_draw_circle_sector \
+    shapes/shapes_draw_rectangle_rounded \
+    shapes/shapes_draw_ring \
     shapes/shapes_easings_ball_anim \
     shapes/shapes_easings_box_anim \
     shapes/shapes_easings_rectangle_array \
-    shapes/shapes_draw_ring \
-    shapes/shapes_draw_circle_sector \
-    shapes/shapes_draw_rectangle_rounded \
+    shapes/shapes_following_eyes \
+    shapes/shapes_lines_bezier \
+    shapes/shapes_logo_raylib \
+    shapes/shapes_logo_raylib_anim \
+    shapes/shapes_rectangle_scaling \
+    shapes/shapes_splines_drawing \
     shapes/shapes_top_down_lights
 
 TEXTURES = \
-    textures/textures_logo_raylib \
-    textures/textures_mouse_painting \
-    textures/textures_srcrec_dstrec \
+    textures/textures_background_scrolling \
+    textures/textures_blend_modes \
+    textures/textures_bunnymark \
+    textures/textures_draw_tiled \
+    textures/textures_fog_of_war \
+    textures/textures_gif_player \
     textures/textures_image_drawing \
     textures/textures_image_generation \
     textures/textures_image_loading \
     textures/textures_image_processing \
     textures/textures_image_rotate \
     textures/textures_image_text \
-    textures/textures_to_image \
-    textures/textures_raw_data \
-    textures/textures_particles_blending \
+    textures/textures_logo_raylib \
+    textures/textures_mouse_painting \
     textures/textures_npatch_drawing \
-    textures/textures_background_scrolling \
+    textures/textures_particles_blending \
+    textures/textures_polygon \
+    textures/textures_raw_data \
     textures/textures_sprite_anim \
     textures/textures_sprite_button \
     textures/textures_sprite_explosion \
+    textures/textures_srcrec_dstrec \
+    textures/textures_svg_loading \
     textures/textures_textured_curve \
-    textures/textures_bunnymark \
-    textures/textures_blend_modes \
-    textures/textures_draw_tiled \
-    textures/textures_polygon \
-    textures/textures_gif_player \
-    textures/textures_fog_of_war \
-    textures/textures_svg_loading
+    textures/textures_to_image
 
 TEXT = \
-    text/text_raylib_fonts \
-    text/text_font_spritefont \
-    text/text_font_loading \
+    text/text_codepoints_loading \
+    text/text_draw_3d \
     text/text_font_filters \
+    text/text_font_loading \
     text/text_font_sdf \
+    text/text_font_spritefont \
     text/text_format_text \
     text/text_input_box \
-    text/text_writing_anim \
+    text/text_raylib_fonts \
     text/text_rectangle_bounds \
     text/text_unicode \
-    text/text_draw_3d \
-    text/text_codepoints_loading
+    text/text_writing_anim
 
 MODELS = \
     models/models_animation \
@@ -528,51 +530,52 @@ MODELS = \
     models/models_draw_cube_texture \
     models/models_first_person_maze \
     models/models_geometric_shapes \
-    models/models_mesh_generation \
-    models/models_mesh_picking \
+    models/models_heightmap \
     models/models_loading \
-    models/models_loading_vox \
     models/models_loading_gltf \
     models/models_loading_m3d \
+    models/models_loading_vox \
+    models/models_mesh_generation \
+    models/models_mesh_picking \
     models/models_orthographic_projection \
     models/models_rlgl_solar_system \
     models/models_skybox \
-    models/models_yaw_pitch_roll \
-    models/models_heightmap \
-    models/models_waving_cubes
+    models/models_waving_cubes \
+    models/models_yaw_pitch_roll
 
 SHADERS = \
-    shaders/shaders_model_shader \
-    shaders/shaders_shapes_textures \
+    shaders/shaders_basic_lighting \
     shaders/shaders_custom_uniform \
-    shaders/shaders_postprocessing \
-    shaders/shaders_palette_switch \
-    shaders/shaders_raymarching \
-    shaders/shaders_texture_drawing \
-    shaders/shaders_texture_waves \
-    shaders/shaders_texture_outline \
-    shaders/shaders_julia_set \
+    shaders/shaders_deferred_render \
     shaders/shaders_eratosthenes \
-    shaders/shaders_basic_lighting \
     shaders/shaders_fog \
-    shaders/shaders_simple_mask \
-    shaders/shaders_spotlight \
     shaders/shaders_hot_reloading \
+    shaders/shaders_hybrid_render \
+    shaders/shaders_julia_set \
     shaders/shaders_lightmap \
     shaders/shaders_mesh_instancing \
+    shaders/shaders_model_shader \
     shaders/shaders_multi_sample2d \
-    shaders/shaders_write_depth \
-    shaders/shaders_hybrid_render \
-    shaders/shaders_deferred_render
+    shaders/shaders_palette_switch \
+    shaders/shaders_postprocessing \
+    shaders/shaders_raymarching \
+    shaders/shaders_shapes_textures \
+    shaders/shaders_simple_mask \
+    shaders/shaders_spotlight \
+    shaders/shaders_texture_drawing \
+    shaders/shaders_texture_outline \
+    shaders/shaders_texture_tiling \
+    shaders/shaders_texture_waves \
+    shaders/shaders_write_depth
 
 AUDIO = \
+    audio/audio_mixed_processor \
     audio/audio_module_playing \
     audio/audio_music_stream \
     audio/audio_raw_stream \
     audio/audio_sound_loading \
     audio/audio_sound_multi \
-    audio/audio_stream_effects \
-    audio/audio_mixed_processor
+    audio/audio_stream_effects
 
 OTHERS = \
     others/easings_testbed \

+ 72 - 69
examples/Makefile.Web

@@ -334,97 +334,99 @@ endif
 # Define source code object files required
 #------------------------------------------------------------------------------------------------
 CORE = \
-    core/core_basic_window \
-    core/core_basic_screen_manager \
-    core/core_input_keys \
-    core/core_input_mouse \
-    core/core_input_mouse_wheel \
-    core/core_input_gamepad \
-    core/core_input_gamepad_info \
-    core/core_input_multitouch \
-    core/core_input_gestures \
-    core/core_input_gestures_web \
     core/core_2d_camera \
-    core/core_2d_camera_platformer \
     core/core_2d_camera_mouse_zoom \
+    core/core_2d_camera_platformer \
     core/core_2d_camera_split_screen \
-    core/core_3d_camera_mode \
-    core/core_3d_camera_free \
     core/core_3d_camera_first_person \
+    core/core_3d_camera_free \
+    core/core_3d_camera_mode \
     core/core_3d_camera_split_screen \
     core/core_3d_picking \
-    core/core_world_screen \
+    core/core_automation_events \
+    core/core_basic_screen_manager \
+    core/core_basic_window \
+    core/core_custom_frame_control \
     core/core_custom_logging \
     core/core_drop_files \
+    core/core_input_gamepad \
+    core/core_input_gamepad_info \
+    core/core_input_gestures \
+    core/core_input_gestures_web \
+    core/core_input_keys \
+    core/core_input_mouse \
+    core/core_input_mouse_wheel \
+    core/core_input_multitouch \
+    core/core_loading_thread \
     core/core_random_values \
     core/core_scissor_test \
+    core/core_smooth_pixelperfect \
     core/core_storage_values \
     core/core_vr_simulator \
     core/core_window_flags \
     core/core_window_letterbox \
     core/core_window_should_close \
-    core/core_smooth_pixelperfect \
-    core/core_custom_frame_control \
-    core/core_loading_thread
+    core/core_world_screen
 
 SHAPES = \
     shapes/shapes_basic_shapes \
     shapes/shapes_bouncing_ball \
-    shapes/shapes_colors_palette \
-    shapes/shapes_logo_raylib \
-    shapes/shapes_logo_raylib_anim \
-    shapes/shapes_rectangle_scaling \
-    shapes/shapes_lines_bezier \
     shapes/shapes_collision_area \
-    shapes/shapes_following_eyes \
+    shapes/shapes_colors_palette \
+    shapes/shapes_draw_circle_sector \
+    shapes/shapes_draw_rectangle_rounded \
+    shapes/shapes_draw_ring \
     shapes/shapes_easings_ball_anim \
     shapes/shapes_easings_box_anim \
     shapes/shapes_easings_rectangle_array \
-    shapes/shapes_draw_ring \
-    shapes/shapes_draw_circle_sector \
-    shapes/shapes_draw_rectangle_rounded \
+    shapes/shapes_following_eyes \
+    shapes/shapes_lines_bezier \
+    shapes/shapes_logo_raylib \
+    shapes/shapes_logo_raylib_anim \
+    shapes/shapes_rectangle_scaling \
+    shapes/shapes_splines_drawing \
     shapes/shapes_top_down_lights
 
 TEXTURES = \
-    textures/textures_logo_raylib \
-    textures/textures_mouse_painting \
-    textures/textures_srcrec_dstrec \
+    textures/textures_background_scrolling \
+    textures/textures_blend_modes \
+    textures/textures_bunnymark \
+    textures/textures_draw_tiled \
+    textures/textures_fog_of_war \
+    textures/textures_gif_player \
     textures/textures_image_drawing \
     textures/textures_image_generation \
     textures/textures_image_loading \
     textures/textures_image_processing \
     textures/textures_image_rotate \
     textures/textures_image_text \
-    textures/textures_to_image \
-    textures/textures_raw_data \
-    textures/textures_particles_blending \
+    textures/textures_logo_raylib \
+    textures/textures_mouse_painting \
     textures/textures_npatch_drawing \
-    textures/textures_background_scrolling \
+    textures/textures_particles_blending \
+    textures/textures_polygon \
+    textures/textures_raw_data \
     textures/textures_sprite_anim \
     textures/textures_sprite_button \
     textures/textures_sprite_explosion \
+    textures/textures_srcrec_dstrec \
+    textures/textures_svg_loading \
     textures/textures_textured_curve \
-    textures/textures_bunnymark \
-    textures/textures_blend_modes \
-    textures/textures_draw_tiled \
-    textures/textures_polygon \
-    textures/textures_gif_player \
-    textures/textures_fog_of_war \
-    textures/textures_svg_loading
+    textures/textures_to_image
 
 TEXT = \
-    text/text_raylib_fonts \
-    text/text_font_spritefont \
-    text/text_font_loading \
+    text/text_codepoints_loading \
+    text/text_draw_3d \
     text/text_font_filters \
+    text/text_font_loading \
     text/text_font_sdf \
+    text/text_font_spritefont \
     text/text_format_text \
     text/text_input_box \
-    text/text_writing_anim \
+    text/text_raylib_fonts \
     text/text_rectangle_bounds \
     text/text_unicode \
-    text/text_draw_3d \
-    text/text_codepoints_loading
+    text/text_writing_anim
 
 MODELS = \
     models/models_animation \
@@ -434,51 +436,52 @@ MODELS = \
     models/models_draw_cube_texture \
     models/models_first_person_maze \
     models/models_geometric_shapes \
-    models/models_mesh_generation \
-    models/models_mesh_picking \
+    models/models_heightmap \
     models/models_loading \
-    models/models_loading_vox \
     models/models_loading_gltf \
     models/models_loading_m3d \
+    models/models_loading_vox \
+    models/models_mesh_generation \
+    models/models_mesh_picking \
     models/models_orthographic_projection \
     models/models_rlgl_solar_system \
     models/models_skybox \
-    models/models_yaw_pitch_roll \
-    models/models_heightmap \
-    models/models_waving_cubes
+    models/models_waving_cubes \
+    models/models_yaw_pitch_roll
 
 SHADERS = \
-    shaders/shaders_model_shader \
-    shaders/shaders_shapes_textures \
+    shaders/shaders_basic_lighting \
     shaders/shaders_custom_uniform \
-    shaders/shaders_postprocessing \
-    shaders/shaders_palette_switch \
-    shaders/shaders_raymarching \
-    shaders/shaders_texture_drawing \
-    shaders/shaders_texture_waves \
-    shaders/shaders_texture_outline \
-    shaders/shaders_julia_set \
+    shaders/shaders_deferred_render \
     shaders/shaders_eratosthenes \
-    shaders/shaders_basic_lighting \
     shaders/shaders_fog \
-    shaders/shaders_simple_mask \
-    shaders/shaders_spotlight \
     shaders/shaders_hot_reloading \
+    shaders/shaders_hybrid_render \
+    shaders/shaders_julia_set \
     shaders/shaders_lightmap \
     shaders/shaders_mesh_instancing \
+    shaders/shaders_model_shader \
     shaders/shaders_multi_sample2d \
-    shaders/shaders_write_depth \
-    shaders/shaders_hybrid_render \
-    shaders/shaders_deferred_render
+    shaders/shaders_palette_switch \
+    shaders/shaders_postprocessing \
+    shaders/shaders_raymarching \
+    shaders/shaders_shapes_textures \
+    shaders/shaders_simple_mask \
+    shaders/shaders_spotlight \
+    shaders/shaders_texture_drawing \
+    shaders/shaders_texture_outline \
+    shaders/shaders_texture_tiling \
+    shaders/shaders_texture_waves \
+    shaders/shaders_write_depth
 
 AUDIO = \
+    audio/audio_mixed_processor \
     audio/audio_module_playing \
     audio/audio_music_stream \
     audio/audio_raw_stream \
     audio/audio_sound_loading \
     audio/audio_sound_multi \
-    audio/audio_stream_effects \
-    audio/audio_mixed_processor
+    audio/audio_stream_effects
 
 OTHERS = \
     others/easings_testbed \

+ 1 - 1
examples/core/core_3d_camera_free.c

@@ -47,7 +47,7 @@ int main(void)
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, CAMERA_FREE);
 
-        if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+        if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
         //----------------------------------------------------------------------------------
 
         // Draw

BIN
examples/core/core_automation_events.png


+ 27 - 18
examples/core/core_input_gamepad_info.c

@@ -31,40 +31,49 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
 
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
 
     // Main game loop
-    while (!WindowShouldClose())        // Detect window close button or ESC key
+    while (!WindowShouldClose())    // Detect window close button or ESC key
     {
-        int y = 10;
+        // Update
+        //----------------------------------------------------------------------------------
+        // TODO: Update your variables here
+        //----------------------------------------------------------------------------------
 
+        // Draw
+        //----------------------------------------------------------------------------------
         BeginDrawing();
 
-        ClearBackground(RAYWHITE);
+            ClearBackground(RAYWHITE);
 
-        for (int i = 0; i < 4; i++) // by default rcore.h has a MAX_GAMEPADS of 4 so mimmic that here.
-        {
-            if (IsGamepadAvailable(i))
+            for (int i = 0, y = 10; i < 4; i++)     // MAX_GAMEPADS = 4
             {
-                DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
-                y += 30;
-                DrawText(TextFormat("\tAxis count:   %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
-                y += 30;
-                for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
+                if (IsGamepadAvailable(i))
                 {
-                    DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
+                    DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
                     y += 30;
-                }
-                for (int button = 0; button < 32; button++)
-                {
-                    DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
+                    DrawText(TextFormat("\tAxis count:   %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
                     y += 30;
+
+                    for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
+                    {
+                        DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
+                        y += 30;
+                    }
+
+                    for (int button = 0; button < 32; button++)
+                    {
+                        DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
+                        y += 30;
+                    }
                 }
             }
-        }
 
-        DrawFPS(GetScreenWidth() - 100, 100);
+            DrawFPS(GetScreenWidth() - 100, 100);
 
         EndDrawing();
+        //----------------------------------------------------------------------------------
     }
 
     // De-Initialization

+ 0 - 94
examples/shaders/shader_texture_tiling.c

@@ -1,94 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib [textures] example - Texture Tiling
-*
-*   Example demonstrates how to tile a texture on a 3D model using raylib.
-*
-*   Example contributed by Luís Almeida (https://github.com/luis605)
-*
-*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
-*   BSD-like license that allows static linking with closed source software
-*
-*   Copyright (c) 2023 Luís Almeida (https://github.com/luis605)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-//------------------------------------------------------------------------------------
-// Program main entry point
-//------------------------------------------------------------------------------------
-
-int main(void)
-{
-    const int screenWidth = 800;
-    const int screenHeight = 600;
-
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    InitWindow(screenWidth, screenHeight, "Raylib Texture Tiling");
-
-    SetTargetFPS(60);
-
-    // Load a texture
-    Texture2D texture = LoadTexture("resources/raylib_logo.png");
-
-    // Create a cube mesh
-    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
-
-    // Load the texture onto the GPU
-    Model model = LoadModelFromMesh(cube);
-    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
-
-    // Set the tiling of the texture
-    float tiling[2] = {3.0f, 3.0f};
-    Shader shader = LoadShader(0, "resources/shaders/glsl330/tiling.fs"); // Create a custom shader in a .glsl file
-    SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
-    model.materials[0].shader = shader;
-
-    // Camera setup
-    Camera camera = { 0 };
-    camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
-    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
-    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
-    camera.fovy = 45.0f;
-    camera.projection = CAMERA_PERSPECTIVE;
-
-    // Main game loop
-    while (!WindowShouldClose())
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-
-        BeginDrawing();
-        ClearBackground(RAYWHITE);
-        UpdateCamera(&camera, CAMERA_FREE);
-
-        // Draw the model
-        {
-            BeginMode3D(camera);
-            BeginShaderMode(shader);
-
-            DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE);
-
-            EndShaderMode();
-            EndMode3D();
-        }
-        
-        DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
-
-        EndDrawing();
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-
-    UnloadTexture(texture);     // Unload texture
-    UnloadModel(model);         // Unload model
-    UnloadShader(shader);       // Unload shader
-
-
-    CloseWindow();              // Close window and OpenGL context
-
-    return 0;
-}

+ 1 - 1
examples/shaders/shaders_custom_uniform.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
+*   raylib [shaders] example - Postprocessing with custom uniform variable
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
 *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.

BIN
examples/shaders/shaders_deferred_render.png


+ 105 - 0
examples/shaders/shaders_texture_tiling.c

@@ -0,0 +1,105 @@
+/*******************************************************************************************
+*
+*   raylib [shaders] example - texture tiling
+*
+*   Example demonstrates how to tile a texture on a 3D model using raylib.
+*
+*   Example contributed by Luis Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5)
+*
+*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+*   BSD-like license that allows static linking with closed source software
+*
+*   Copyright (c) 2023 Luis Almeida (@luis605)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_DESKTOP)
+    #define GLSL_VERSION            330
+#else   // PLATFORM_ANDROID, PLATFORM_WEB
+    #define GLSL_VERSION            100
+#endif
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling");
+
+    // Define the camera to look into our 3d world
+    Camera3D camera = { 0 };
+    camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
+    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
+    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
+    camera.fovy = 45.0f;                                // Camera field-of-view Y
+    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
+
+    // Load a cube model
+    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+    Model model = LoadModelFromMesh(cube);
+    
+    // Load a texture and assign to cube model
+    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
+    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+
+    // Set the texture tiling using a shader
+    float tiling[2] = { 3.0f, 3.0f };
+    Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION));
+    SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
+    model.materials[0].shader = shader;
+
+    DisableCursor();                    // Limit cursor to relative movement inside the window
+
+    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())        // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        UpdateCamera(&camera, CAMERA_FREE);
+
+        if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+
+            BeginMode3D(camera);
+            
+                BeginShaderMode(shader);
+                    DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
+                EndShaderMode();
+
+                DrawGrid(10, 1.0f);
+                
+            EndMode3D();
+
+            DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadModel(model);         // Unload model
+    UnloadShader(shader);       // Unload shader
+    UnloadTexture(texture);     // Unload texture
+
+    CloseWindow();              // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}

BIN
examples/shaders/shaders_texture_tiling.png


+ 3 - 3
examples/shapes/shapes_lines_bezier.c

@@ -60,11 +60,11 @@ int main(void)
 
             DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
 
-            // Draw line cubic-bezier, in-out interpolation (easing), no control points
+            // Draw line Cubic Bezier, in-out interpolation (easing), no control points
             DrawLineBezier(start, end, 3.0f, BLUE);
             
-            // Draw spline cubic-bezier with control points
-            DrawSplineBezierCubic(start, startControl, endControl, end, 2.0f, RED);
+            // Draw spline Cubic Bezier with control points
+            DrawSplineSegmentBezierCubic(start, startControl, endControl, end, 2.0f, RED);
             
             DrawLineEx(start, startControl, 1.0, LIGHTGRAY);
             DrawLineEx(end, endControl, 1.0, LIGHTGRAY);

+ 1 - 1
examples/shapes/shapes_splines_drawing.c

@@ -167,7 +167,7 @@ int main(void)
                 // Draw spline: cubic-bezier (with control points)
                 for (int i = 0; i < pointCount - 1; i++)
                 {
-                    DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
+                    DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 10.0f, RED);
 
                     // Every cubic bezier point should have two control points
                     DrawCircleV(control[i].start, 4, GOLD);

+ 1 - 0
examples/shapes/shapes_top_down_lights.c

@@ -335,6 +335,7 @@ int main(void)
             DrawFPS(screenWidth - 80, 10);
             DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
             DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }

+ 390 - 0
projects/VS2022/examples/audio_mixed_processor.vcxproj

@@ -0,0 +1,390 @@
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+    </ProjectConfiguration>
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+    <PostBuildEvent>
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+    <PostBuildEvent>
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+ 209 - 0
projects/VS2022/raylib.sln

@@ -275,6 +275,28 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_2d_camera_split_screen
 EndProject
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 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_mixed_processor", "examples\audio_mixed_processor.vcxproj", "{A4B0D971-3CD6-41C9-8AB2-055D25A33373}"
+EndProject
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+EndProject
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+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect", "examples\core_smooth_pixelperfect.vcxproj", "{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}"
+EndProject
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+EndProject
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+EndProject
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 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug.DLL|x64 = Debug.DLL|x64
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+		{15CDD310-6980-42A6-8082-3A6B7730D13F}.Release|x86.Build.0 = Release|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug|x64.ActiveCfg = Debug|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug|x64.Build.0 = Debug|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug|x86.ActiveCfg = Debug|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Debug|x86.Build.0 = Debug|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release|x64.ActiveCfg = Release|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release|x64.Build.0 = Release|x64
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release|x86.ActiveCfg = Release|Win32
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}.Release|x86.Build.0 = Release|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug|x64.ActiveCfg = Debug|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug|x64.Build.0 = Debug|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug|x86.ActiveCfg = Debug|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Debug|x86.Build.0 = Debug|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release|x64.ActiveCfg = Release|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release|x64.Build.0 = Release|x64
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release|x86.ActiveCfg = Release|Win32
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7}.Release|x86.Build.0 = Release|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug|x64.ActiveCfg = Debug|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug|x64.Build.0 = Debug|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug|x86.ActiveCfg = Debug|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Debug|x86.Build.0 = Debug|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release|x64.ActiveCfg = Release|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release|x64.Build.0 = Release|x64
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release|x86.ActiveCfg = Release|Win32
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5}.Release|x86.Build.0 = Release|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug|x64.ActiveCfg = Debug|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug|x64.Build.0 = Debug|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug|x86.ActiveCfg = Debug|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Debug|x86.Build.0 = Debug|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release|x64.ActiveCfg = Release|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release|x64.Build.0 = Release|x64
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release|x86.ActiveCfg = Release|Win32
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84}.Release|x86.Build.0 = Release|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug|x64.ActiveCfg = Debug|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug|x64.Build.0 = Debug|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug|x86.ActiveCfg = Debug|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Debug|x86.Build.0 = Debug|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release|x64.ActiveCfg = Release|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release|x64.Build.0 = Release|x64
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release|x86.ActiveCfg = Release|Win32
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}.Release|x86.Build.0 = Release|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug|x64.ActiveCfg = Debug|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug|x64.Build.0 = Debug|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug|x86.ActiveCfg = Debug|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Debug|x86.Build.0 = Debug|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release|x64.ActiveCfg = Release|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release|x64.Build.0 = Release|x64
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release|x86.ActiveCfg = Release|Win32
+		{D8026C60-CCBC-45DF-9085-BF21569EB414}.Release|x86.Build.0 = Release|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug|x64.ActiveCfg = Debug|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug|x64.Build.0 = Debug|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug|x86.ActiveCfg = Debug|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Debug|x86.Build.0 = Debug|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release|x64.ActiveCfg = Release|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release|x64.Build.0 = Release|x64
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release|x86.ActiveCfg = Release|Win32
+		{DF25E545-00FF-4E64-844C-7DF98991F901}.Release|x86.Build.0 = Release|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug|x64.ActiveCfg = Debug|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug|x64.Build.0 = Debug|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug|x86.ActiveCfg = Debug|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Debug|x86.Build.0 = Debug|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release.DLL|x64.Build.0 = Release.DLL|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release|x64.ActiveCfg = Release|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release|x64.Build.0 = Release|x64
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release|x86.ActiveCfg = Release|Win32
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E}.Release|x86.Build.0 = Release|Win32
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
@@ -2454,6 +2652,17 @@ Global
 		{F81C5819-85B4-4D2E-B6DC-104A7634461B} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
 		{CC62F7DB-D089-4677-8575-CAB7A7815C43} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
 		{7AF97D44-707E-48DC-81CB-C9D8D7C9ED26} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+		{A4B0D971-3CD6-41C9-8AB2-055D25A33373} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
+		{27AA7BDA-0C34-4733-9009-73D3E64234FB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+		{15CDD310-6980-42A6-8082-3A6B7730D13F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+		{71DB4284-5B1C-4E86-9AF5-B91542D44A6F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+		{4B39E5FC-0A96-4057-9AA5-8D5A52880DA7} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
+		{88DE5AD6-0074-4A5A-BE22-C840153E35D5} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+		{A546E75A-5242-46E6-9A9E-6C91554EAB84} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+		{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
+		{D8026C60-CCBC-45DF-9085-BF21569EB414} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
+		{DF25E545-00FF-4E64-844C-7DF98991F901} = {278D8859-20B1-428F-8448-064F46E1F021}
+		{703BE7BA-5B99-4F70-806D-3A259F6A991E} = {278D8859-20B1-428F-8448-064F46E1F021}
 	EndGlobalSection
 	GlobalSection(ExtensibilityGlobals) = postSolution
 		SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}