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			@ -1389,14 +1389,14 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) | 
			
		
		
	
		
			
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			    if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); | 
			
		
		
	
		
			
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			    if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); | 
			
		
		
	
		
			
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			    // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL | 
			
		
		
	
		
			
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			    if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform); | 
			
		
		
	
		
			
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			    // Accumulate several model transformations: | 
			
		
		
	
		
			
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			    //    transform: model transformation provided (includes DrawModel() params combined with model.transform) | 
			
		
		
	
		
			
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			    //    rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack | 
			
		
		
	
		
			
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			    matModel = MatrixMultiply(transform, rlGetMatrixTransform()); | 
			
		
		
	
		
			
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			    // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL | 
			
		
		
	
		
			
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			    if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], matModel); | 
			
		
		
	
		
			
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			    // Get model-view matrix | 
			
		
		
	
		
			
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			    matModelView = MatrixMultiply(matModel, matView); | 
			
		
		
	
		
			
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