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			@ -537,7 +537,7 @@ RLAPI Matrix GetMatrixModelview(void);                                    // Get | 
			
		
		
	
		
			
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			// Texture maps generation (PBR) | 
			
		
		
	
		
			
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			// NOTE: Required shaders should be provided | 
			
		
		
	
		
			
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			RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size);       // Generate cubemap texture from HDR texture | 
			
		
		
	
		
			
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			RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size);          // Generate cubemap texture from HDR texture | 
			
		
		
	
		
			
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			RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);   // Generate irradiance texture using cubemap data | 
			
		
		
	
		
			
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			RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);    // Generate prefilter texture using cubemap data | 
			
		
		
	
		
			
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			RLAPI Texture2D GenTextureBRDF(Shader shader, int size);                  // Generate BRDF texture using cubemap data | 
			
		
		
	
	
		
			
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			@ -3219,7 +3219,7 @@ Matrix GetMatrixModelview(void) | 
			
		
		
	
		
			
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			// Generate cubemap texture from HDR texture | 
			
		
		
	
		
			
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			// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 | 
			
		
		
	
		
			
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			Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) | 
			
		
		
	
		
			
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			Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Texture2D cubemap = { 0 }; | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
	
		
			
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			@ -3280,7 +3280,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) | 
			
		
		
	
		
			
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			    // Convert HDR equirectangular environment map to cubemap equivalent | 
			
		
		
	
		
			
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			    glUseProgram(shader.id); | 
			
		
		
	
		
			
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			    glActiveTexture(GL_TEXTURE0); | 
			
		
		
	
		
			
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			    glBindTexture(GL_TEXTURE_2D, skyHDR.id); | 
			
		
		
	
		
			
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			    glBindTexture(GL_TEXTURE_2D, map.id); | 
			
		
		
	
		
			
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			    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); | 
			
		
		
	
		
			
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			    // Note: don't forget to configure the viewport to the capture dimensions | 
			
		
		
	
	
		
			
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