Update shader for android
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@@ -52,7 +52,6 @@ void BackGround::deinit()
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void BackGround::draw(Dna *dna)
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{
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Circle::setSoftEdge(true);
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m_dna = dna;
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mountenSeed = dna->mountenSeed;
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starSeed = dna->starSeed;
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@@ -6,11 +6,7 @@
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RenderTexture2D Circle::target;
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Shader Circle::shader;
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float Circle::radius;
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float Circle::start_transperency;
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float Circle::c[3];
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int Circle::radius_loc;
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int Circle::start_transperency_loc;
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int Circle::colorLoc;
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void Circle::init()
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@@ -22,14 +18,6 @@ void Circle::init()
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#endif
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target = LoadRenderTexture(sizeTexute, sizeTexute);
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radius = 0.6f;
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radius_loc = GetShaderLocation(shader, "sun_radius");
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SetShaderValue(shader, radius_loc, &radius, SHADER_UNIFORM_FLOAT);
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start_transperency = 0.40f;
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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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c[0] = 1.0f;
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c[1] = 1.0f;
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c[2] = 1.0f;
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@@ -55,19 +43,6 @@ void Circle::setColor(Color color)
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SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
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}
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void Circle::setSoftEdge(bool soft)
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{
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if (soft)
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{
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radius = 0.6f;
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}
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else
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{
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radius = 1.0f;
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}
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SetShaderValue(shader, radius_loc, &radius, SHADER_UNIFORM_FLOAT);
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}
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void Circle::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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@@ -1,7 +1,6 @@
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#include <cmath>
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#include "canvas/Tree.hpp"
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#include "canvas/Circle.hpp"
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#include <raylib.h>
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#include <raymath.h>
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@@ -45,8 +44,6 @@ void Tree::init(int size)
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void Tree::draw(Dna *dna)
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{
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Circle::setSoftEdge(false);
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m_dna = dna;
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branchSeed = dna->branchSeed;
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drawCalls.push_back({start, 180.0f, 0});
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