| 
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -4756,7 +4756,16 @@ static void rlLoadShaderDefault(void) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "out vec2 fragTexCoord;             \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "out vec4 fragColor;                \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#endif | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#if defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#if defined(GRAPHICS_API_OPENGL_ES3) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "#version 300 es                    \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2) (on some browsers) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "in vec3 vertexPosition;            \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "in vec2 vertexTexCoord;            \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "in vec4 vertexColor;               \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "out vec2 fragTexCoord;             \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "out vec4 fragColor;                \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#elif defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "#version 100                       \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL) (on some browsers) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "attribute vec3 vertexPosition;     \n" | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
				 | 
			
			 | 
			
			@ -4765,6 +4774,7 @@ static void rlLoadShaderDefault(void) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "varying vec2 fragTexCoord;         \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "varying vec4 fragColor;            \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#endif | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "uniform mat4 mvp;                  \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "void main()                        \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "{                                  \n" | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -4799,7 +4809,21 @@ static void rlLoadShaderDefault(void) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "    finalColor = texelColor*colDiffuse*fragColor;        \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "}                                  \n"; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#endif | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#if defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#if defined(GRAPHICS_API_OPENGL_ES3) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "#version 300 es                    \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "in vec2 fragTexCoord;              \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "in vec4 fragColor;                 \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "out vec4 finalColor;               \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "uniform sampler2D texture0;        \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "uniform vec4 colDiffuse;           \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "void main()                        \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "{                                  \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "    finalColor = texelColor*colDiffuse*fragColor;        \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "}                                  \n"; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			#elif defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "#version 100                       \n" | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    "varying vec2 fragTexCoord;         \n" | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
				
				 | 
			
			 | 
			
			
 |