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			@ -130,9 +130,9 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) | 
			
		
		
	
		
			
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			    rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
		
			
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			    rlPushMatrix(); | 
			
		
		
	
		
			
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			        rlTranslatef((float)startPos.x, (float)startPos.y, i">0); | 
			
		
		
	
		
			
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			        rlRotatef(RAD2DEG*angle, i">0, 0, 1); | 
			
		
		
	
		
			
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			        rlTranslatef(0, (thick > 1.0f) ? -thick/2.0f : -1.0f, i">0); | 
			
		
		
	
		
			
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			        rlTranslatef((float)startPos.x, (float)startPos.y, f">0.0f); | 
			
		
		
	
		
			
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			        rlRotatef(RAD2DEG*angle, f">0.0f, 0.0f, 1.0f); | 
			
		
		
	
		
			
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			        rlTranslatef(0, (thick > 1.0f) ? -thick/2.0f : -1.0f, f">0.0f); | 
			
		
		
	
		
			
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			        rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
	
		
			
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			@ -273,48 +273,40 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color) | 
			
		
		
	
		
			
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			// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw) | 
			
		
		
	
		
			
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			void DrawRectangleV(Vector2 position, Vector2 size, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Color colors[4] = { color, color, color, color }; | 
			
		
		
	
		
			
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			    DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, colors); | 
			
		
		
	
		
			
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			    DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw a color-filled rectangle | 
			
		
		
	
		
			
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			void DrawRectangleRec(Rectangle rec, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Color colors[4] = { color, color, color, color }; | 
			
		
		
	
		
			
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			    DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, colors); | 
			
		
		
	
		
			
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			    DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw a color-filled rectangle with pro parameters | 
			
		
		
	
		
			
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			void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color colors[4]) | 
			
		
		
	
		
			
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			void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
		
			
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			    rlPushMatrix(); | 
			
		
		
	
		
			
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			        o">//rlTranslatef(rec.x, rec.y, i">0);    // Already considered on vertex position | 
			
		
		
	
		
			
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			        rlRotatef(rotation, i">0, 0, 1); | 
			
		
		
	
		
			
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			        rlTranslatef(-origin.x, -origin.y, i">0); | 
			
		
		
	
		
			
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			        rlTranslatef(rec.x, rec.y, f">0.0f); | 
			
		
		
	
		
			
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			        rlRotatef(rotation, f">0.0f, 0.0f, 1.0f); | 
			
		
		
	
		
			
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			        rlTranslatef(-origin.x, -origin.y, f">0.0f); | 
			
		
		
	
		
			
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			        rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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			            rlNormal3f(0.0f, 0.0f, 1.0f); | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			            // NOTE: Default raylib font character 95 is a white square | 
			
		
		
	
		
			
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			            rlColor4ub(colors[0].r, colors[0].g, colors[0].b, colors[0].a); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x, rec.y); | 
			
		
		
	
		
			
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			            rlColor4ub(colors[1].r, colors[1].g, colors[1].b, colors[1].a); | 
			
		
		
	
		
			
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			            rlVertex2f(0.0f, 0.0f); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x, rec.y + rec.height); | 
			
		
		
	
		
			
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			            rlColor4ub(colors[2].r, colors[2].g, colors[2].b, colors[2].a); | 
			
		
		
	
		
			
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			            rlVertex2f(0.0f, rec.height); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x + rec.width, rec.y + rec.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.width, rec.height); | 
			
		
		
	
		
			
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			            rlColor4ub(colors[3].r, colors[3].g, colors[3].b, colors[3].a); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x + rec.width, n">rec.y); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.width, mf">0.0f); | 
			
		
		
	
		
			
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			        rlEnd(); | 
			
		
		
	
		
			
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			    rlPopMatrix(); | 
			
		
		
	
		
			
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			@ -339,9 +331,32 @@ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color col | 
			
		
		
	
		
			
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			// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise | 
			
		
		
	
		
			
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			void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Color colors[4] = { col1, col2, col3, col4 }; | 
			
		
		
	
		
			
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			    rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
		
			
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			    rlPushMatrix(); | 
			
		
		
	
		
			
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			        rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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			            rlNormal3f(0.0f, 0.0f, 1.0f); | 
			
		
		
	
		
			
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			            // NOTE: Default raylib font character 95 is a white square | 
			
		
		
	
		
			
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			            rlColor4ub(col1.r, col1.g, col1.b, col1.a); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x, rec.y); | 
			
		
		
	
		
			
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			    DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, colors); | 
			
		
		
	
		
			
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			            rlColor4ub(col2.r, col2.g, col2.b, col2.a); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x, rec.y + rec.height); | 
			
		
		
	
		
			
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			            rlColor4ub(col3.r, col3.g, col3.b, col3.a); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x + rec.width, rec.y + rec.height); | 
			
		
		
	
		
			
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			            rlColor4ub(col4.r, col4.g, col4.b, col4.a); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(rec.x + rec.width, rec.y); | 
			
		
		
	
		
			
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			        rlEnd(); | 
			
		
		
	
		
			
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			    rlPopMatrix(); | 
			
		
		
	
		
			
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			    rlDisableTexture(); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw rectangle outline | 
			
		
		
	
	
		
			
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			@ -443,8 +458,8 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(4*(360/sides))) rlglDraw(); | 
			
		
		
	
		
			
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			    rlPushMatrix(); | 
			
		
		
	
		
			
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			        rlTranslatef(center.x, center.y, 0.0); | 
			
		
		
	
		
			
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			        rlRotatef(rotation, i">0, 0, 1); | 
			
		
		
	
		
			
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			        rlTranslatef(center.x, center.y, 0.0f); | 
			
		
		
	
		
			
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			        rlRotatef(rotation, f">0.0f, 0.0f, 1.0f); | 
			
		
		
	
		
			
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			#if defined(SUPPORT_QUADS_DRAW_MODE) | 
			
		
		
	
		
			
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			        rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
	
		
			
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