Tidying & comments
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@ -37,8 +37,8 @@ const float pointsOfInterest[6][2] =
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{ -0.70176f, -0.3842f },
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{ -0.70176f, -0.3842f },
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};
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};
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const int screenWidth = 1920;
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const int screenWidth = 800;
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const int screenHeight = 1080;
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const int screenHeight = 450;
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const float zoomSpeed = 1.01f;
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const float zoomSpeed = 1.01f;
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const float offsetSpeedMul = 2.0f;
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const float offsetSpeedMul = 2.0f;
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@ -73,6 +73,7 @@ int main(void)
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int zoomLoc = GetShaderLocation(shader, "zoom");
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int zoomLoc = GetShaderLocation(shader, "zoom");
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int offsetLoc = GetShaderLocation(shader, "offset");
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int offsetLoc = GetShaderLocation(shader, "offset");
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// Upload the shader uniform values!
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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@ -126,6 +127,9 @@ int main(void)
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const Vector2 mousePos = GetMousePosition();
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const Vector2 mousePos = GetMousePosition();
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Vector2 offsetVelocity;
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Vector2 offsetVelocity;
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// Find the velocity at which to change the camera. Take the distance of the mouse
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// from the center of the screen as the direction, and adjust magnitude based on
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// the current zoom.
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offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5) * offsetSpeedMul / zoom;
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offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5) * offsetSpeedMul / zoom;
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offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5) * offsetSpeedMul / zoom;
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offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5) * offsetSpeedMul / zoom;
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@ -133,6 +137,7 @@ int main(void)
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offset[0] += GetFrameTime() * offsetVelocity.x;
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offset[0] += GetFrameTime() * offsetVelocity.x;
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offset[1] += GetFrameTime() * offsetVelocity.y;
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offset[1] += GetFrameTime() * offsetVelocity.y;
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// Update the shader uniform values!
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
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}
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}
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