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			@ -1045,12 +1045,7 @@ void rlglInitPostpro(void) | 
			
		
		
	
		
			
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			    postproQuad = rlglLoadModel(quadData); | 
			
		
		
	
		
			
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			    Texture2D texture; | 
			
		
		
	
		
			
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			    texture.id = fboColorTexture; | 
			
		
		
	
		
			
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			    texture.width = w; | 
			
		
		
	
		
			
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			    texture.height = h; | 
			
		
		
	
		
			
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			    SetModelTexture(&postproQuad, texture); | 
			
		
		
	
		
			
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			    // NOTE: fboColorTexture id must be assigned to postproQuad model shader | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			@ -1060,6 +1055,13 @@ void rlglSetPostproShader(Shader shader) | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
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			    rlglSetModelShader(&postproQuad, shader); | 
			
		
		
	
		
			
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			    Texture2D texture; | 
			
		
		
	
		
			
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			    texture.id = fboColorTexture; | 
			
		
		
	
		
			
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			    texture.width = GetScreenWidth(); | 
			
		
		
	
		
			
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			    texture.height = GetScreenHeight(); | 
			
		
		
	
		
			
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			    SetShaderMapDiffuse(&postproQuad.shader, texture); | 
			
		
		
	
		
			
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			    //TraceLog(INFO, "Postproquad texture id: %i", postproQuad.texture.id); | 
			
		
		
	
		
			
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			    //TraceLog(INFO, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId); | 
			
		
		
	
		
			
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			    //TraceLog(INFO, "Shader diffuse map id: %i", shader.texDiffuseId); | 
			
		
		
	
	
		
			
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			@ -1369,8 +1371,7 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r | 
			
		
		
	
		
			
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			    // Set shader textures (diffuse, normal, specular) | 
			
		
		
	
		
			
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			    glActiveTexture(GL_TEXTURE0); | 
			
		
		
	
		
			
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			    glBindTexture(GL_TEXTURE_2D, model.texture.id); | 
			
		
		
	
		
			
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			    //glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId); | 
			
		
		
	
		
			
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			    glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId); | 
			
		
		
	
		
			
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			    //glUniform1i(model.shader.mapDiffuseLoc, 0);   // Diffuse texture fits in texture unit 0 | 
			
		
		
	
		
			
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			    if (vaoSupported) | 
			
		
		
	
	
		
			
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