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			@ -2330,6 +2330,225 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			void DrawNinePatch(NinePatch ninePatch, Rectangle destRec, bool usePadding, Vector2 origin, float rotation, Color tint) | 
			
		
		
	
		
			
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			    // Check if n-patch texture is valid | 
			
		
		
	
		
			
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			    if (ninePatch.texture.id > 0) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        float width = (float)ninePatch.texture.width; | 
			
		
		
	
		
			
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			        float height = (float)ninePatch.texture.height; | 
			
		
		
	
		
			
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			        float contentsWidth = (destRec.width >= ninePatch.minSize.x)? destRec.width : ninePatch.minSize.x; | 
			
		
		
	
		
			
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			        float contentsHeight = (destRec.height >= ninePatch.minSize.y)? destRec.height : ninePatch.minSize.y; | 
			
		
		
	
		
			
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			        if (usePadding) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            contentsWidth  += (float)(ninePatch.padding[0] + ninePatch.padding[2]); | 
			
		
		
	
		
			
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			            contentsHeight += (float)(ninePatch.padding[1] + ninePatch.padding[3]); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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			        if (ninePatch.sourceRec.width < 0) ninePatch.sourceRec.x -= ninePatch.sourceRec.width; | 
			
		
		
	
		
			
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			        if (ninePatch.sourceRec.height < 0) ninePatch.sourceRec.y -= ninePatch.sourceRec.height; | 
			
		
		
	
		
			
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			        rlEnableTexture(ninePatch.texture.id); | 
			
		
		
	
		
			
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			        bool drawCenter = true; | 
			
		
		
	
		
			
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			        bool drawMiddle = true; | 
			
		
		
	
		
			
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			        float borderWidth[4];   // copy the ninePatch.borderWidth[4] values so they can be adjusted | 
			
		
		
	
		
			
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			        for (int i = 0; i < 4; i++) { borderWidth[i] = ninePatch.borderWidth[i]; } | 
			
		
		
	
		
			
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			        // adjust the lateral (left and right) border widths in case contentsWidth < ninePatch.texture.width | 
			
		
		
	
		
			
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			        if (contentsWidth <= ninePatch.borderWidth[0] + ninePatch.borderWidth[2]) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            drawCenter = false; | 
			
		
		
	
		
			
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			            borderWidth[0] = (borderWidth[0] / (ninePatch.borderWidth[0] + ninePatch.borderWidth[2])) * (borderWidth[0] + borderWidth[2]); | 
			
		
		
	
		
			
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			            borderWidth[2] = contentsWidth - borderWidth[0]; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        // adjust the lateral (top and bottom) border heights in case contentsHeight < ninePatch.texture.height | 
			
		
		
	
		
			
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			        if (contentsHeight <= ninePatch.borderWidth[1] + ninePatch.borderWidth[3]) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            drawMiddle = false; | 
			
		
		
	
		
			
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			            borderWidth[1] = (borderWidth[1] / (ninePatch.borderWidth[1] + ninePatch.borderWidth[3])) * (borderWidth[1] + borderWidth[3]); | 
			
		
		
	
		
			
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			            borderWidth[3] = contentsHeight - borderWidth[1]; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        Vector2 vertA, vertB, vertC, vertD; | 
			
		
		
	
		
			
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			        vertA.x = 0.0f; | 
			
		
		
	
		
			
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			        vertA.y = 0.0f; | 
			
		
		
	
		
			
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			        vertB.x = borderWidth[0]; | 
			
		
		
	
		
			
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			        vertB.y = borderWidth[1]; | 
			
		
		
	
		
			
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			        vertC.x = contentsWidth  - borderWidth[2]; | 
			
		
		
	
		
			
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			        vertC.y = contentsHeight - borderWidth[3]; | 
			
		
		
	
		
			
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			        vertD.x = contentsWidth; | 
			
		
		
	
		
			
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			        vertD.y = contentsHeight; | 
			
		
		
	
		
			
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			        Vector2 coordA, coordB, coordC, coordD; | 
			
		
		
	
		
			
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			        coordA.x = ninePatch.sourceRec.x / width; | 
			
		
		
	
		
			
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			        coordA.y = ninePatch.sourceRec.y / height; | 
			
		
		
	
		
			
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			        coordB.x = (ninePatch.sourceRec.x + borderWidth[0]) / width; | 
			
		
		
	
		
			
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			        coordB.y = (ninePatch.sourceRec.y + borderWidth[1]) / height; | 
			
		
		
	
		
			
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			        coordC.x = (ninePatch.sourceRec.x + ninePatch.sourceRec.width  - borderWidth[2]) / width; | 
			
		
		
	
		
			
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			        coordC.y = (ninePatch.sourceRec.y + ninePatch.sourceRec.height - borderWidth[3]) / height; | 
			
		
		
	
		
			
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			        coordD.x = (ninePatch.sourceRec.x + ninePatch.sourceRec.width)  / width; | 
			
		
		
	
		
			
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			        coordD.y = (ninePatch.sourceRec.y + ninePatch.sourceRec.height) / height; | 
			
		
		
	
		
			
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			        rlPushMatrix(); | 
			
		
		
	
		
			
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			            if (usePadding) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                rlTranslatef(destRec.x - (float)ninePatch.padding[0], destRec.y - (float)ninePatch.padding[2], 0); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            else | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                rlTranslatef(destRec.x, destRec.y, 0); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            rlRotatef(rotation, 0, 0, 1); | 
			
		
		
	
		
			
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			            rlTranslatef(-origin.x, -origin.y, 0); | 
			
		
		
	
		
			
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			            rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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			                rlColor4ub(tint.r, tint.g, tint.b, tint.a); | 
			
		
		
	
		
			
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			                rlNormal3f(0.0f, 0.0f, 1.0f);                          // Normal vector pointing towards viewer | 
			
		
		
	
		
			
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			                // ------------------------------------------------------------ | 
			
		
		
	
		
			
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			                // TOP-LEFT QUAD | 
			
		
		
	
		
			
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			                // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); | 
			
		
		
	
		
			
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			                // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); | 
			
		
		
	
		
			
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			                // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); | 
			
		
		
	
		
			
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			                // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); | 
			
		
		
	
		
			
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			                if (drawCenter) | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    // TOP-CENTER QUAD | 
			
		
		
	
		
			
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			                    // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); | 
			
		
		
	
		
			
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			                    // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); | 
			
		
		
	
		
			
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			                    // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); | 
			
		
		
	
		
			
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			                    // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                // TOP-RIGHT QUAD | 
			
		
		
	
		
			
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			                // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); | 
			
		
		
	
		
			
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			                // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); | 
			
		
		
	
		
			
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			                // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); | 
			
		
		
	
		
			
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			                // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); | 
			
		
		
	
		
			
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			                if (drawMiddle) | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    // ------------------------------------------------------------ | 
			
		
		
	
		
			
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			                    // MIDDLE-LEFT QUAD | 
			
		
		
	
		
			
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			                    // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); | 
			
		
		
	
		
			
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			                    // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); | 
			
		
		
	
		
			
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			                    // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); | 
			
		
		
	
		
			
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			                    // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); | 
			
		
		
	
		
			
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			                    if (drawCenter) | 
			
		
		
	
		
			
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			                    { | 
			
		
		
	
		
			
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			                        // MIDDLE-CENTER QUAD | 
			
		
		
	
		
			
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			                        // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                        rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); | 
			
		
		
	
		
			
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			                        // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                        rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); | 
			
		
		
	
		
			
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			                        // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                        rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); | 
			
		
		
	
		
			
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			                        // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                        rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); | 
			
		
		
	
		
			
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			                    } | 
			
		
		
	
		
			
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			                    // MIDDLE-RIGHT QUAD | 
			
		
		
	
		
			
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			                    // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); | 
			
		
		
	
		
			
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			                    // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); | 
			
		
		
	
		
			
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			                    // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); | 
			
		
		
	
		
			
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			                    // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                // ------------------------------------------------------------ | 
			
		
		
	
		
			
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			                // BOTTOM-LEFT QUAD | 
			
		
		
	
		
			
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			                // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); | 
			
		
		
	
		
			
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			                // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); | 
			
		
		
	
		
			
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			                // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); | 
			
		
		
	
		
			
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			                // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); | 
			
		
		
	
		
			
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			                if (drawCenter) | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    // BOTTOM-CENTER QUAD | 
			
		
		
	
		
			
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			                    // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); | 
			
		
		
	
		
			
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			                    // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); | 
			
		
		
	
		
			
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			                    // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); | 
			
		
		
	
		
			
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			                    // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                    rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                // BOTTOM-RIGHT QUAD | 
			
		
		
	
		
			
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			                // Bottom-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); | 
			
		
		
	
		
			
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			                // Bottom-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); | 
			
		
		
	
		
			
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			                // Top-right corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); | 
			
		
		
	
		
			
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			                // Top-left corner for texture and quad | 
			
		
		
	
		
			
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			                rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); | 
			
		
		
	
		
			
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			            rlEnd(); | 
			
		
		
	
		
			
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			        rlPopMatrix(); | 
			
		
		
	
		
			
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			        rlDisableTexture(); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			// Module specific Functions Definition | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
	
		
			
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