text: /*******************************************************************************************
  *
  *   raylib [shaders] example - Apply a shader to a 3d model (adapted for HTML5 platform)
  *
  *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
  *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
  *
  *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
  *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
  *         raylib comes with shaders ready for both versions, check raylib/shaders install folder
  *
  *   This example has been created using raylib 1.3 (www.raylib.com)
  *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  *
  *   Copyright (c) 2014 Ramon Santamaria (@raysan5)
  *
  ********************************************************************************************/
  
  #include "raylib.h"
  
  #if defined(PLATFORM_WEB)
      #include <emscripten/emscripten.h>
  #endif
  
  #if defined(PLATFORM_ANDROID)
      #include "android_native_app_glue.h"
  #endif
  
  //----------------------------------------------------------------------------------
  // Global Variables Definition
  //----------------------------------------------------------------------------------
  int screenWidth = 800;
  int screenHeight = 450;
  
  // Define the camera to look into our 3d world
  Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
  
  Model dwarf;         // OBJ model
  Texture2D texture;   // Model texture
  Shader shader;       // Postpro shader
  
  Vector3 position = { 0.0f, 0.0f, 0.0f };  // Set model position
  
  //----------------------------------------------------------------------------------
  // Module Functions Declaration
  //----------------------------------------------------------------------------------
  void UpdateDrawFrame(void);     // Update and Draw one frame
  
  //----------------------------------------------------------------------------------
  // Main Enry Point
  //----------------------------------------------------------------------------------
  #if defined(PLATFORM_ANDROID)
  void android_main(struct android_app *app) 
  #else
  int main(void)
  #endif
  {
      // Initialization
      //--------------------------------------------------------------------------------------
      SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available)
  #if defined(PLATFORM_ANDROID)
      InitWindow(screenWidth, screenHeight, app);
  #else
      InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
  #endif
  
      dwarf = LoadModel("resources/model/dwarf.obj");                  // Load OBJ model
      texture = LoadTexture("resources/model/dwarf_diffuse.png");      // Load model texture
      shader = LoadShader("resources/shaders/glsl100/base.vs", 
                          "resources/shaders/glsl100/grayscale.fs");   // Load model shader
  
      dwarf.material.shader = shader;                         // Set shader effect to 3d model
      dwarf.material.maps[MAP_DIFFUSE].texture = texture;     // Bind texture to model
  
      // Setup orbital camera
      SetCameraMode(camera, CAMERA_ORBITAL);      // Set an orbital camera mode
  
  #if defined(PLATFORM_WEB)
      emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
  #else
      SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
      //--------------------------------------------------------------------------------------
      
      // Main game loop
      while (!WindowShouldClose())    // Detect window close button or ESC key
      {
          UpdateDrawFrame();
      }
  #endif
  
      // De-Initialization
      //--------------------------------------------------------------------------------------
      UnloadShader(shader);       // Unload shader
      UnloadTexture(texture);     // Unload texture
      UnloadModel(dwarf);         // Unload model
  
      CloseWindow();              // Close window and OpenGL context
      //--------------------------------------------------------------------------------------
  
      return 0;
  }
  
  //----------------------------------------------------------------------------------
  // Module Functions Definition
  //----------------------------------------------------------------------------------
  void UpdateDrawFrame(void)
  {
      // Update
      //----------------------------------------------------------------------------------
      UpdateCamera(&camera);              // Update internal camera and our camera
      //----------------------------------------------------------------------------------
  
      // Draw
      //----------------------------------------------------------------------------------
      BeginDrawing();
  
          ClearBackground(RAYWHITE);
  
          Begin3dMode(camera);
  
              DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
  
              DrawGrid(10, 1.0f);     // Draw a grid
  
          End3dMode();
          
          DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
  
          DrawFPS(10, 10);
  
      EndDrawing();
      //----------------------------------------------------------------------------------
  }