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			@ -3431,6 +3431,10 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) | 
			
		
		
	
		
			
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			    if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); | 
			
		
		
	
		
			
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			    if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); | 
			
		
		
	
		
			
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			    // Get the size of compiled shaders (not available on OpenGL ES 2.0) | 
			
		
		
	
		
			
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			    //GLint binarySize = 0; | 
			
		
		
	
		
			
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			    //glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &binarySize); | 
			
		
		
	
		
			
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			    if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; | 
			
		
		
	
		
			
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			    else | 
			
		
		
	
	
		
			
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			@ -3467,7 +3471,7 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        int namelen = -1; | 
			
		
		
	
		
			
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			        int num = -1; | 
			
		
		
	
		
			
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			        char name[256]; // Assume no variable names longer than 256 | 
			
		
		
	
		
			
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			        char name[256] = { 0 };     // Assume no variable names longer than 256 | 
			
		
		
	
		
			
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			        GLenum type = GL_ZERO; | 
			
		
		
	
		
			
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			        // Get the name of the uniforms | 
			
		
		
	
	
		
			
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