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			@ -3994,18 +3994,18 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) | 
			
		
		
	
		
			
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			    unsigned int fragmentShaderId = 0; | 
			
		
		
	
		
			
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			    // Compile vertex shader (if provided) | 
			
		
		
	
		
			
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			    // NOTE: If not vertex shader is provided, use default one | 
			
		
		
	
		
			
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			    if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); | 
			
		
		
	
		
			
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			    // In case no vertex shader was provided or compilation failed, we use default vertex shader | 
			
		
		
	
		
			
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			    if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId; | 
			
		
		
	
		
			
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			    else vertexShaderId = RLGL.State.defaultVShaderId; | 
			
		
		
	
		
			
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			    // Compile fragment shader (if provided) | 
			
		
		
	
		
			
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			    // NOTE: If not vertex shader is provided, use default one | 
			
		
		
	
		
			
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			    if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); | 
			
		
		
	
		
			
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			    // In case no fragment shader was provided or compilation failed, we use default fragment shader | 
			
		
		
	
		
			
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			    if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId; | 
			
		
		
	
		
			
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			    else fragmentShaderId = RLGL.State.defaultFShaderId; | 
			
		
		
	
		
			
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			    // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id | 
			
		
		
	
		
			
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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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			    else if ((vertexShaderId > 0) && (fragmentShaderId > 0)) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // One of or both shader are new, we need to compile a new shader program | 
			
		
		
	
		
			
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			        id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); | 
			
		
		
	
	
		
			
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			@ -4100,6 +4100,8 @@ unsigned int rlCompileShader(const char *shaderCode, int type) | 
			
		
		
	
		
			
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			            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); | 
			
		
		
	
		
			
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			            RL_FREE(log); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        shader = 0; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    else | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
	
		
			
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