Updated raylib generic uber shader and custom shaders (markdown)

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Dealing with custom shaders and make them generic is not an easy task. There are many things to consider for a shader because, after all, the shader is the responsible to process all the data (mesh, materials, textures, lighting) send to the GPU to generate the final frame.
Dealing with custom shaders and make them generic is not an easy task. There are many things to consider for a shader because, after all, the shader is the responsible to process all the data send to the GPU (mesh, materials, textures, lighting) to generate the final frame.
Find an unified generic shader to deal with all kind of stuff is very complicated and, after analysing some of the big engines out there, I decided to go for a custom uber-shader-based solution.
Find an unified generic shader to deal with all kind of stuff is very complicated and, after analyzing some of the big engines out there, I decided to go for a custom uber-shader-based solution.
By default, raylib shader struct support the following data: By default, raylib shader struct support the following data:
```c ```c

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