examples: Use decl literals (#221)
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03ec79ef85
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37 changed files with 323 additions and 323 deletions
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@ -87,7 +87,7 @@ pub fn main() anyerror!void {
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(rl.Color.ray_white);
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rl.clearBackground(.ray_white);
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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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@ -100,7 +100,7 @@ pub fn main() anyerror!void {
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0,
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rl.getScreenWidth(),
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rl.getScreenHeight(),
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rl.Color.white,
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.white,
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);
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}
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@ -109,7 +109,7 @@ pub fn main() anyerror!void {
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rl.getScreenWidth() - 280,
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rl.getScreenHeight() - 20,
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10,
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rl.Color.black,
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.black,
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);
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//----------------------------------------------------------------------------------
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}
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@ -15,7 +15,7 @@ pub fn main() anyerror!void {
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rl.initWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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defer rl.closeWindow(); // Close window and OpenGL context
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const texture: rl.Texture = try rl.Texture.init("resources/textures/fudesumi.png");
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const texture: rl.Texture = try .init("resources/textures/fudesumi.png");
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defer rl.unloadTexture(texture);
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const shdrOutline: rl.Shader = try rl.loadShader(null, "resources/shaders/glsl330/outline.fs");
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@ -76,7 +76,7 @@ pub fn main() anyerror!void {
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(rl.Color.ray_white);
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rl.clearBackground(.ray_white);
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{
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rl.beginShaderMode(shdrOutline);
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@ -85,18 +85,18 @@ pub fn main() anyerror!void {
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texture.draw(
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@divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2),
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-30,
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rl.Color.white,
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.white,
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);
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}
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rl.drawText("Shader-based\ntexture\noutline", 10, 10, 20, rl.Color.gray);
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rl.drawText("Shader-based\ntexture\noutline", 10, 10, 20, .gray);
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rl.drawText(
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rl.textFormat("Outline size: %i px", .{@as(i32, @intFromFloat(outlineSize))}),
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10,
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120,
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20,
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rl.Color.maroon,
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.maroon,
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);
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rl.drawFPS(710, 10);
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