Fix sun making everything transperent
and sun has beautiful gradient
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d7afa1afc9
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53444955ad
@ -1,6 +1,10 @@
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#include <vector>
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#include <raylib.h>
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#include "values/RandBuffer.hpp"
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#include "canvas/Sun.hpp"
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#include <raylib.h>
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struct Moon
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{
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@ -16,14 +20,17 @@ public:
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BackGround() = default;
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~BackGround() = default;
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void init(int size);
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void deinit();
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void newGen();
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void draw();
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private:
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void drawStarts();
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void drawMoon();
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void drawSun();
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void drawMounten(size_t mountenSegments, int min, int max, Color color);
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Sun sun;
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RandBuffer starBuff;
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RandBuffer mountenBuff;
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Moon m_moon;
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@ -34,8 +41,8 @@ private:
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constexpr static size_t numOfStarts = 150;
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constexpr static float moonXOffset = 0.1f;
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constexpr static float minSizeOfMoon = 0.05f;
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constexpr static float maxSizeOfMoon = 0.075f;
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constexpr static float minSizeOfMoon = 0.075f;
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constexpr static float maxSizeOfMoon = 0.1f;
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constexpr static float maxYPosOfMoon = 0.80f;
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constexpr static float bigRingRatio = 0.5f;
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constexpr static float smallRingRatio = 0.25f;
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@ -9,8 +9,9 @@ public:
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Canvas() = default;
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~Canvas() = default;
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void init(int size);
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void deinit();
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void newGen(RenderTexture2D& target);
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private:
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BackGround backGround;
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Tree tree;
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25
inc/canvas/Sun.hpp
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25
inc/canvas/Sun.hpp
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@ -0,0 +1,25 @@
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#include <raylib.h>
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class Sun
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{
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public:
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Sun() = default;
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~Sun() = default;
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void init();
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void deinit();
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void draw(float x, float y, float size);
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private:
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const int sizeTexute = 100;
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RenderTexture2D target = { 0 };
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Shader shader = { 0 };
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float sun_radius = 0.60f;
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float start_transperency = 0.40f;
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float c[3] = { 240.0f / 255.0f, 240.0f / 255.0f, 190.0f / 255.0f };
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int sun_radius_loc = 0;
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int start_transperency_loc = 0;
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int colorLoc = 0;
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};
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28
shaders/sun.fs
Normal file
28
shaders/sun.fs
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@ -0,0 +1,28 @@
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform vec3 color;
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uniform float sun_radius;
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uniform float start_transperency;
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vec2 offset = vec2(1.0f, 1.0f);
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float sun_end = 1.0f;
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void main()
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{
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offset.x -= fragTexCoord.x * 2;
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offset.y -= fragTexCoord.y * 2;
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float radius = length(offset);
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if(radius < sun_radius){
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finalColor = vec4(color, 1.0f);
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}else if(radius < sun_end){
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float gradient = radius;
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gradient -= sun_radius;
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gradient = gradient / (sun_end - sun_radius) * start_transperency;
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finalColor = vec4(color, start_transperency - gradient);
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}else{
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finalColor = vec4(color, 0.0f);
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}
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}
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@ -21,7 +21,7 @@ void App::init(int screenWidth, int screenHeight)
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canvas.newGen(canvasTexure[0]);
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canvas.newGen(canvasTexure[1]);
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float posY = (screenHeight - screenWidth) / 2;
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float posY = (screenHeight - screenWidth) / 2.0f;
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destA = {0, posY, (float)screenWidth, (float)screenWidth};
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destB = destA;
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}
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@ -69,4 +69,5 @@ void App::deinit()
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{
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UnloadRenderTexture(canvasTexure[i]);
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}
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canvas.deinit();
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}
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@ -10,6 +10,12 @@
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void BackGround::init(int size)
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{
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this->size = size;
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sun.init();
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}
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void BackGround::deinit()
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{
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sun.deinit();
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}
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void BackGround::newGen()
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@ -36,8 +42,8 @@ void BackGround::draw()
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{
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DrawRectangleGradientV(0, 0, size, size, ColorAdd(BackGroundColors::backGroundColor, 60), BackGroundColors::backGroundColor);
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}
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drawMoon();
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drawSun();
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drawMounten(20, (int)(mounten1min * size), (int)(mounten1max * size), BackGroundColors::MountenColor1);
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drawMounten(21, (int)(mounten2min * size), (int)(mounten2max * size), BackGroundColors::MountenColor2);
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drawMounten(23, (int)(mounten3min * size), (int)(mounten3max * size), BackGroundColors::MountenColor3);
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@ -83,18 +89,13 @@ void BackGround::drawStarts()
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rlSetTexture(0);
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}
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void BackGround::drawMoon()
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void BackGround::drawSun()
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{
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int r = ((m_moon.size * (maxSizeOfMoon - minSizeOfMoon)) + minSizeOfMoon) * size;
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int xpos = Lerp(size * moonXOffset, size - size * moonXOffset, m_moon.x);
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int ypos = Lerp(size * moonXOffset, maxYPosOfMoon * size, m_moon.y);
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int ring1 = (float)r * bigRingRatio;
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int ring2 = (float)r * smallRingRatio;
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DrawCircle(xpos, ypos, r + ring1, ColorLerp(BackGroundColors::backGroundColor, BackGroundColors::moonColor, bigRingBlend));
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DrawCircle(xpos, ypos, r + ring2, ColorLerp(BackGroundColors::backGroundColor, BackGroundColors::moonColor, smallRingBlend));
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DrawCircle(xpos, ypos, r, BackGroundColors::moonColor);
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sun.draw(xpos, ypos, r);
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}
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void BackGround::drawMounten(size_t mountenSegments, int min, int max, Color color)
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@ -16,3 +16,8 @@ void Canvas::newGen(RenderTexture2D& target)
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EndTextureMode();
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}
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void Canvas::deinit()
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{
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backGround.deinit();
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}
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70
src/canvas/Sun.cpp
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70
src/canvas/Sun.cpp
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@ -0,0 +1,70 @@
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#include "canvas/Sun.hpp"
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#include "Math.hpp"
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#include <raylib.h>
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#include <rlgl.h>
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const char* sun_shader = "#version 330\n\
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in vec2 fragTexCoord;\
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in vec4 fragColor;\
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out vec4 finalColor;\
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uniform vec3 color;\
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uniform float sun_radius;\
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uniform float start_transperency;\
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vec2 offset = vec2(1.0f, 1.0f);\
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float sun_end = 1.0f;\
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void main()\
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{\
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offset.x -= fragTexCoord.x * 2;\
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offset.y -= fragTexCoord.y * 2;\
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float radius = length(offset);\
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if (radius < sun_radius) {\
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finalColor = vec4(color, 1.0f);\
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}\
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else if (radius < sun_end) {\
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float gradient = radius;\
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gradient -= sun_radius;\
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gradient = gradient / (sun_end - sun_radius) * start_transperency;\
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finalColor = vec4(color, start_transperency - gradient);\
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}\
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else {\
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finalColor = vec4(color, 0.0f);\
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}\
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}";
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void Sun::init()
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{
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shader = LoadShaderFromMemory(0, sun_shader);
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target = LoadRenderTexture(sizeTexute, sizeTexute);
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sun_radius_loc = GetShaderLocation(shader, "sun_radius");
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SetShaderValue(shader, sun_radius_loc, &sun_radius, SHADER_UNIFORM_FLOAT);
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start_transperency_loc = GetShaderLocation(shader, "start_transperency");
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SetShaderValue(shader, start_transperency_loc, &start_transperency, SHADER_UNIFORM_FLOAT);
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colorLoc = GetShaderLocation(shader, "color");
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SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
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// resitev da ne postane tekstura okoli sonca transparentna in da se ne vidi nasledna slika
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// https://github.com/raysan5/raylib/issues/3820
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rlSetBlendFactorsSeparate(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA, RL_ONE, RL_ONE, RL_FUNC_ADD, RL_MAX);
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}
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void Sun::deinit()
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{
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UnloadShader(shader);
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UnloadRenderTexture(target);
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}
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void Sun::draw(float x, float y, float size)
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{
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Rectangle dest = { x-size, y - size, size * 2, size * 2};
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// zgorni komentar da se mesanje barv oklopi pravilno
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BeginBlendMode(RL_BLEND_CUSTOM_SEPARATE);
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BeginShaderMode(shader);
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drawTexureWithRotation(target, dest, 0.0f);
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EndShaderMode();
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EndBlendMode();
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}
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