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<title>raylib/examples/shaders/resources, branch fix-mouse-released</title>
<subtitle>Forked from https://github.com/raysan5/raylib</subtitle>
<link rel='alternate' type='text/html' href='https://git.otimperi.dev/raylib/'/>
<entry>
<title>updated RayMarching Demo (#997)</title>
<updated>2019-10-26T07:45:15+00:00</updated>
<author>
<name>Industrious Nomad</name>
<email>44799276+IndustriousNomad@users.noreply.github.com</email>
</author>
<published>2019-10-26T07:45:15+00:00</published>
<link rel='alternate' type='text/html' href='https://git.otimperi.dev/raylib/commit/?id=a6db31c01e57ba9b0370190b11222dfaf4023b73'/>
<id>a6db31c01e57ba9b0370190b11222dfaf4023b73</id>
<content type='text'>
* Removed Unused Uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Removed Unused uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Updated Source

  Added   - #define PLATFORM_DESKTOP line for desktop users.
            This now will correctly find the proper glsl version for the raymarching.fs file.
  Removed - Uniforms --&gt; deltaTime and viewUp. Including the code that was setting them.
            They were never used and they were triggering a log warning.
  Removed - The const from both screenWidth and screenHeight.
            Now they can be used to update the shader resolution when screen is resized.
            NOTE : This is a quick fix and probably not the best idea.
  Added   - IsWindowResized() to check if screen is resized.
            If window is resized then width, height and shader resolution are updated.
  Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.

* Closer Match to original code

* Removed the PLATFORM_DESKTOP Define
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<pre>
* Removed Unused Uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Removed Unused uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Updated Source

  Added   - #define PLATFORM_DESKTOP line for desktop users.
            This now will correctly find the proper glsl version for the raymarching.fs file.
  Removed - Uniforms --&gt; deltaTime and viewUp. Including the code that was setting them.
            They were never used and they were triggering a log warning.
  Removed - The const from both screenWidth and screenHeight.
            Now they can be used to update the shader resolution when screen is resized.
            NOTE : This is a quick fix and probably not the best idea.
  Added   - IsWindowResized() to check if screen is resized.
            If window is resized then width, height and shader resolution are updated.
  Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.

* Closer Match to original code

* Removed the PLATFORM_DESKTOP Define
</pre>
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</content>
</entry>
<entry>
<title>contributed simple shader example (#973)</title>
<updated>2019-09-22T19:28:50+00:00</updated>
<author>
<name>chriscamacho</name>
<email>chriscamacho@users.noreply.github.com</email>
</author>
<published>2019-09-22T19:28:50+00:00</published>
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<id>a679b0ccc015295ed8c305605b0bf19112f949f3</id>
<content type='text'>
Contributed simple shader example
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<pre>
Contributed simple shader example
</pre>
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</content>
</entry>
<entry>
<title>new example: shaders_fog</title>
<updated>2019-08-19T10:08:45+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-08-19T10:08:45+00:00</published>
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<id>4b79f63d07ca81c180ce9d021b2d5fa6cb6af401</id>
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<pre>
</pre>
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</entry>
<entry>
<title>ADDED: shaders_basic_lighting</title>
<updated>2019-06-14T10:59:40+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-06-14T10:59:40+00:00</published>
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<id>81d8302d538d117277e1cfa3aa088d4d51937533</id>
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<pre>
</pre>
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</entry>
<entry>
<title>new example: shaders_eratosthenes</title>
<updated>2019-05-16T15:23:31+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-05-16T15:23:31+00:00</published>
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<id>ce87d2ced4dbe60f97d3ed48635231c222482b18</id>
<content type='text'>
Contributed by ProfJski
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Contributed by ProfJski
</pre>
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</content>
</entry>
<entry>
<title>Review shader to use provided texture coordinates</title>
<updated>2019-05-16T15:07:59+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-05-16T15:07:59+00:00</published>
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<id>9fd410b8a87ede4b40be60ec5043090e2a86c6fe</id>
<content type='text'>
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
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Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
</pre>
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</content>
</entry>
<entry>
<title>Review shaders for GLSL 100</title>
<updated>2019-05-16T08:05:14+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-05-16T08:05:14+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Updating julia set example.</title>
<updated>2019-05-15T16:55:19+00:00</updated>
<author>
<name>eggmund</name>
<email>joshuacolclough2@googlemail.com</email>
</author>
<published>2019-05-15T16:55:19+00:00</published>
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<id>a7c5e3cab70e00a287c561d06cef9fbb7b7e49ce</id>
<content type='text'>
Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
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Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge branch 'master' of https://github.com/raysan5/raylib</title>
<updated>2019-05-13T22:07:44+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-05-13T22:07:44+00:00</published>
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<pre>
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</entry>
<entry>
<title>new examples: shaders_texture_waves</title>
<updated>2019-05-13T22:07:34+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-05-13T22:07:34+00:00</published>
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