|  |  | @ -2055,9 +2055,10 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName) | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR); | 
		
	
		
			
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			|  |  |  | // Get handles to GLSL uniform locations (vertex shader) | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_MATRIX_MVP]  = rlGetLocationUniform(shader.id, "mvp"); | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_MATRIX_PROJECTION]  = rlGetLocationUniform(shader.id, "projection"); | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_MATRIX_VIEW]  = rlGetLocationUniform(shader.id, "view"); | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp"); | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view"); | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection"); | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Get handles to GLSL uniform locations (fragment shader) | 
		
	
		
			
			|  |  |  | shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse"); | 
		
	
	
		
			
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