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			@ -335,19 +335,15 @@ typedef unsigned char byte; | 
			
		
		
	
		
			
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			    // Shader uniform data types | 
			
		
		
	
		
			
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			    typedef enum { | 
			
		
		
	
		
			
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			        UNIFORM_BOOL = 0, | 
			
		
		
	
		
			
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			        UNIFORM_FLOAT = 0, | 
			
		
		
	
		
			
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			        UNIFORM_VEC2, | 
			
		
		
	
		
			
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			        UNIFORM_VEC3, | 
			
		
		
	
		
			
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			        UNIFORM_VEC4, | 
			
		
		
	
		
			
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			        UNIFORM_INT, | 
			
		
		
	
		
			
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			        UNIFORM_UNIT, | 
			
		
		
	
		
			
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			        UNIFORM_FLOAT, | 
			
		
		
	
		
			
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			        UNIFORM_IVEC2, | 
			
		
		
	
		
			
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			        UNIFORM_IVEC3, | 
			
		
		
	
		
			
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			        UNIFORM_IVEC4, | 
			
		
		
	
		
			
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			        UNIFORM_UVEC2, | 
			
		
		
	
		
			
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			        UNIFORM_UVEC3, | 
			
		
		
	
		
			
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			        UNIFORM_UVEC4, | 
			
		
		
	
		
			
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			        UNIFORM_VEC2, | 
			
		
		
	
		
			
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			        UNIFORM_VEC3, | 
			
		
		
	
		
			
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			        UNIFORM_VEC4, | 
			
		
		
	
		
			
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			        UNIFORM_SAMPLER2D | 
			
		
		
	
		
			
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			    } ShaderUniformDataType; | 
			
		
		
	
		
			
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			    #define LOC_MAP_DIFFUSE      LOC_MAP_ALBEDO | 
			
		
		
	
	
		
			
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			@ -2922,19 +2918,15 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo | 
			
		
		
	
		
			
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			    switch (uniformType) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; | 
			
		
		
	
		
			
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			        default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized"); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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