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																@ -50,6 +50,7 @@ int main(void) | 
															
														
														
													
														
															
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																    // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO | 
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																    // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO | 
															
														
														
													
														
															
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																    MeshTangents(&model.meshes[0]); | 
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																    MeshTangents(&model.meshes[0]); | 
															
														
														
													
														
															
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																    UnloadMaterial(model.materials[0]); // get rid of default material | 
															
														
														
													
														
															
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																    model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); | 
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																    model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); | 
															
														
														
													
														
															
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																    // Create lights | 
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																    // Create lights | 
															
														
														
													
												
													
														
															
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																@ -98,7 +99,19 @@ int main(void) | 
															
														
														
													
														
															
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																    // De-Initialization | 
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																    // De-Initialization | 
															
														
														
													
														
															
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																    //-------------------------------------------------------------------------------------- | 
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																    //-------------------------------------------------------------------------------------- | 
															
														
														
													
														
															
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																    UnloadMaterial(model.materials[0]); // Unload material: shader and textures | 
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																    // user must unload shaders and textures as they could be in use | 
															
														
														
													
														
															
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																    // by other models.... | 
															
														
														
													
														
															
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																    UnloadShader(model.materials[0].shader); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture); | 
															
														
														
													
														
															
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																    UnloadTexture(model.materials[0].maps[MAP_BRDF].texture); | 
															
														
														
													
														
															
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																    UnloadModel(model);         // Unload model | 
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																    UnloadModel(model);         // Unload model | 
															
														
														
													
														
															
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																    CloseWindow();              // Close window and OpenGL context | 
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																    CloseWindow();              // Close window and OpenGL context | 
															
														
														
													
												
													
														
															
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