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Converted rlgl module in header-only

This change allows rlgl.h usage as independent single-file header-only module... still some tweaks required, like removing GLAD dependency... required extensions could be manually loaded!

Also removed shader_distortion.h, embedded in rlgl.h
Ray 7 years ago
parent
commit
096fd6f2c3
7 changed files with 4272 additions and 4342 deletions
  1. 1 0
      examples/core/core_vr_simulator.c
  2. 1 1
      release/include/raylib.h
  3. BIN
      release/libs/win32/mingw32/libraylib.a
  4. 2 0
      src/core.c
  5. 0 4231
      src/rlgl.c
  6. 4268 4
      src/rlgl.h
  7. 0 106
      src/shader_distortion.h

+ 1 - 0
examples/core/core_vr_simulator.c

@@ -31,6 +31,7 @@ int main()
     camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
     camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 60.0f;                                // Camera field-of-view Y
     camera.fovy = 60.0f;                                // Camera field-of-view Y
+    camera.type = CAMERA_PERSPECTIVE;                   // Camera type
     
     
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     
     

+ 1 - 1
release/include/raylib.h

@@ -1008,7 +1008,7 @@ RLAPI int MeasureText(const char *text, int fontSize);
 RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);    // Measure string size for Font
 RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);    // Measure string size for Font
 RLAPI const char *FormatText(const char *text, ...);                                        // Formatting of text with variables to 'embed'
 RLAPI const char *FormatText(const char *text, ...);                                        // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                      // Get a piece of a text string
 RLAPI const char *SubText(const char *text, int position, int length);                      // Get a piece of a text string
-RLAPI int GetGlyphIndex(Font font, int character);                                          // Get index position for a unicode character on sprite font
+RLAPI int GetGlyphIndex(Font font, int character);                                          // Get index position for a unicode character on font
 
 
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
 // Basic 3d Shapes Drawing Functions (Module: models)

BIN
release/libs/win32/mingw32/libraylib.a


+ 2 - 0
src/core.c

@@ -95,7 +95,9 @@
 #define RAYMATH_IMPLEMENTATION  // Define external out-of-line implementation of raymath here
 #define RAYMATH_IMPLEMENTATION  // Define external out-of-line implementation of raymath here
 #include "raymath.h"            // Required for: Vector3 and Matrix functions
 #include "raymath.h"            // Required for: Vector3 and Matrix functions
 
 
+#define RLGL_IMPLEMENTATION
 #include "rlgl.h"               // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
 #include "rlgl.h"               // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+
 #include "utils.h"              // Required for: fopen() Android mapping
 #include "utils.h"              // Required for: fopen() Android mapping
 
 
 #if defined(SUPPORT_GESTURES_SYSTEM)
 #if defined(SUPPORT_GESTURES_SYSTEM)

+ 0 - 4231
src/rlgl.c

@@ -1,4231 +0,0 @@
-/**********************************************************************************************
-*
-*   rlgl - raylib OpenGL abstraction layer
-*
-*   rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
-*   pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
-*
-*   When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
-*   VBO buffers (and VAOs if available). It requires calling 3 functions:
-*       rlglInit()  - Initialize internal buffers and auxiliar resources
-*       rlglDraw()  - Process internal buffers and send required draw calls
-*       rlglClose() - De-initialize internal buffers data and other auxiliar resources
-*
-*   CONFIGURATION:
-*
-*   #define GRAPHICS_API_OPENGL_11
-*   #define GRAPHICS_API_OPENGL_21
-*   #define GRAPHICS_API_OPENGL_33
-*   #define GRAPHICS_API_OPENGL_ES2
-*       Use selected OpenGL backend
-*
-*   #define RLGL_STANDALONE
-*       Use rlgl as standalone library (no raylib dependency)
-*
-*   #define SUPPORT_VR_SIMULATOR
-*       Support VR simulation functionality (stereo rendering)
-*
-*   #define SUPPORT_DISTORTION_SHADER
-*       Include stereo rendering distortion shader (shader_distortion.h)
-*
-*   DEPENDENCIES:
-*       raymath     - 3D math functionality (Vector3, Matrix, Quaternion)
-*       GLAD        - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
-*
-*   This software is provided "as-is", without any express or implied warranty. In no event
-*   will the authors be held liable for any damages arising from the use of this software.
-*
-*   Permission is granted to anyone to use this software for any purpose, including commercial
-*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-*     1. The origin of this software must not be misrepresented; you must not claim that you
-*     wrote the original software. If you use this software in a product, an acknowledgment
-*     in the product documentation would be appreciated but is not required.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#include "config.h"
-
-#include "rlgl.h"
-
-#include <stdio.h>                  // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
-#include <stdlib.h>                 // Required for: malloc(), free(), rand()
-#include <string.h>                 // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
-#include <math.h>                   // Required for: atan2()
-
-#if !defined(RLGL_STANDALONE)
-    #include "raymath.h"            // Required for: Vector3 and Matrix functions
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    #if defined(__APPLE__)
-        #include <OpenGL/gl.h>      // OpenGL 1.1 library for OSX
-        #include <OpenGL/glext.h>
-    #else
-        // APIENTRY for OpenGL function pointer declarations is required
-        #ifndef APIENTRY
-            #ifdef _WIN32
-                #define APIENTRY __stdcall
-            #else
-                #define APIENTRY
-            #endif
-        #endif
-        // WINGDIAPI definition. Some Windows OpenGL headers need it
-        #if !defined(WINGDIAPI) && defined(_WIN32)
-            #define WINGDIAPI __declspec(dllimport)
-        #endif
-
-		#include <GL/gl.h>              // OpenGL 1.1 library
-    #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
-    #define GRAPHICS_API_OPENGL_33      // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33)
-    #if defined(__APPLE__)
-        #include <OpenGL/gl3.h>         // OpenGL 3 library for OSX
-        #include <OpenGL/gl3ext.h>      // OpenGL 3 extensions library for OSX
-    #else
-        #define GLAD_IMPLEMENTATION
-        #if defined(RLGL_STANDALONE)
-            #include "glad.h"           // GLAD extensions loading library, includes OpenGL headers
-        #else
-            #include "external/glad.h"  // GLAD extensions loading library, includes OpenGL headers
-        #endif
-    #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-    #include <EGL/egl.h>                // EGL library
-    #include <GLES2/gl2.h>              // OpenGL ES 2.0 library
-    #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
-#endif
-
-#if defined(RLGL_STANDALONE)
-    #include <stdarg.h>                 // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
-#endif
-
-#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
-    #include "shader_distortion.h"      // Distortion shader to be embedded
-#endif
-
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MATRIX_STACK_SIZE          16   // Matrix stack max size
-#define MAX_DRAWS_BY_TEXTURE      256   // Draws are organized by texture changes
-#define TEMP_VERTEX_BUFFER_SIZE  4096   // Temporal Vertex Buffer (required for vertex-transformations)
-                                        // NOTE: Every vertex are 3 floats (12 bytes)
-
-#ifndef GL_SHADING_LANGUAGE_VERSION
-    #define GL_SHADING_LANGUAGE_VERSION         0x8B8C
-#endif
-
-#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
-    #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT     0x83F0
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
-    #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT    0x83F1
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
-    #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT    0x83F2
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
-    #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT    0x83F3
-#endif
-#ifndef GL_ETC1_RGB8_OES
-    #define GL_ETC1_RGB8_OES                    0x8D64
-#endif
-#ifndef GL_COMPRESSED_RGB8_ETC2
-    #define GL_COMPRESSED_RGB8_ETC2             0x9274
-#endif
-#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
-    #define GL_COMPRESSED_RGBA8_ETC2_EAC        0x9278
-#endif
-#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
-    #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG  0x8C00
-#endif
-#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
-    #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
-    #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR     0x93b0
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
-    #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR     0x93b7
-#endif
-
-#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
-    #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
-#endif
-
-#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
-    #define GL_TEXTURE_MAX_ANISOTROPY_EXT       0x84FE
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    #define GL_UNSIGNED_SHORT_5_6_5             0x8363
-    #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
-    #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
-    #define GL_LUMINANCE                        0x1909
-    #define GL_LUMINANCE_ALPHA                  0x190A
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-    #define glClearDepth                glClearDepthf
-    #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
-    #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
-#endif
-
-// Default vertex attribute names on shader to set location points
-#define DEFAULT_ATTRIB_POSITION_NAME    "vertexPosition"    // shader-location = 0
-#define DEFAULT_ATTRIB_TEXCOORD_NAME    "vertexTexCoord"    // shader-location = 1
-#define DEFAULT_ATTRIB_NORMAL_NAME      "vertexNormal"      // shader-location = 2
-#define DEFAULT_ATTRIB_COLOR_NAME       "vertexColor"       // shader-location = 3
-#define DEFAULT_ATTRIB_TANGENT_NAME     "vertexTangent"     // shader-location = 4
-#define DEFAULT_ATTRIB_TEXCOORD2_NAME   "vertexTexCoord2"   // shader-location = 5
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
-typedef struct DynamicBuffer {
-    int vCounter;               // vertex position counter to process (and draw) from full buffer
-    int tcCounter;              // vertex texcoord counter to process (and draw) from full buffer
-    int cCounter;               // vertex color counter to process (and draw) from full buffer
-    float *vertices;            // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
-    float *texcoords;           // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
-    unsigned char *colors;      // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
-    unsigned int *indices;      // vertex indices (in case vertex data comes indexed) (6 indices per quad)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    unsigned short *indices;    // vertex indices (in case vertex data comes indexed) (6 indices per quad)
-                                // NOTE: 6*2 byte = 12 byte, not alignment problem!
-#endif
-    unsigned int vaoId;         // OpenGL Vertex Array Object id
-    unsigned int vboId[4];      // OpenGL Vertex Buffer Objects id (4 types of vertex data)
-} DynamicBuffer;
-
-// Draw call type
-// NOTE: Used to track required draw-calls, organized by texture
-typedef struct DrawCall {
-    int vertexCount;
-    GLuint vaoId;
-    GLuint textureId;
-    GLuint shaderId;
-
-    Matrix projection;
-    Matrix modelview;
-
-    // TODO: Store additional draw state data
-    //int blendMode;
-    //Guint fboId;
-} DrawCall;
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR Stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
-    RenderTexture2D stereoFbo;      // VR stereo rendering framebuffer
-    Shader distortionShader;        // VR stereo rendering distortion shader
-    Rectangle eyesViewport[2];      // VR stereo rendering eyes viewports
-    Matrix eyesProjection[2];       // VR stereo rendering eyes projection matrices
-    Matrix eyesViewOffset[2];       // VR stereo rendering eyes view offset matrices
-} VrStereoConfig;
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static Matrix stack[MATRIX_STACK_SIZE];
-static int stackCounter = 0;
-
-static Matrix modelview;
-static Matrix projection;
-static Matrix *currentMatrix;
-static int currentMatrixMode;
-
-static int currentDrawMode;
-
-static float currentDepth = -1.0f;
-
-static DynamicBuffer lines;                 // Default dynamic buffer for lines data
-static DynamicBuffer triangles;             // Default dynamic buffer for triangles data
-static DynamicBuffer quads;                 // Default dynamic buffer for quads data (used to draw textures)
-
-// Default buffers draw calls
-static DrawCall *draws;
-static int drawsCounter;
-
-// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
-static Vector3 *tempBuffer;
-static int tempBufferCount = 0;
-static bool useTempBuffer = false;
-
-// Shaders
-static unsigned int defaultVShaderId;       // Default vertex shader id (used by default shader program)
-static unsigned int defaultFShaderId;       // Default fragment shader Id (used by default shader program)
-
-static Shader defaultShader;                // Basic shader, support vertex color and diffuse texture
-static Shader currentShader;                // Shader to be used on rendering (by default, defaultShader)
-
-// Extension supported flag: VAO
-static bool vaoSupported = false;           // VAO support (OpenGL ES2 could not support VAO extension)
-
-// Extension supported flag: Compressed textures
-static bool texCompETC1Supported = false;   // ETC1 texture compression support
-static bool texCompETC2Supported = false;   // ETC2/EAC texture compression support
-static bool texCompPVRTSupported = false;   // PVR texture compression support
-static bool texCompASTCSupported = false;   // ASTC texture compression support
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR global variables
-static VrStereoConfig vrConfig;         // VR stereo configuration for simulator
-static bool vrSimulatorReady = false;   // VR simulator ready flag
-static bool vrStereoRender = false;     // VR stereo rendering enabled/disabled flag
-                                        // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
-#endif  // defined(SUPPORT_VR_SIMULATOR)
-
-#endif  // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Extension supported flag: Anisotropic filtering
-static bool texAnisotropicFilterSupported = false;  // Anisotropic texture filtering support
-static float maxAnisotropicLevel = 0.0f;            // Maximum anisotropy level supported (minimum is 2.0f)
-
-// Extension supported flag: Clamp mirror wrap mode
-static bool texClampMirrorSupported = false;        // Clamp mirror wrap mode supported
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: VAO functionality is exposed through extensions (OES)
-static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
-//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray;   // NOTE: Fails in WebGL, omitted
-#endif
-
-static bool debugMarkerSupported = false;
-
-// Compressed textures support flags
-static bool texCompDXTSupported = false;    // DDS texture compression support
-static bool texNPOTSupported = false;       // NPOT textures full support
-static bool texFloatSupported = false;      // float textures support (32 bit per channel)
-
-static int blendMode = 0;   // Track current blending mode
-
-// White texture useful for plain color polys (required by shader)
-static unsigned int whiteTexture;
-
-// Default framebuffer size
-static int screenWidth;     // Default framebuffer width
-static int screenHeight;    // Default framebuffer height
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static unsigned int CompileShader(const char *shaderStr, int type);     // Compile custom shader and return shader id
-static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId);  // Load custom shader program
-
-static Shader LoadShaderDefault(void);      // Load default shader (just vertex positioning and texture coloring)
-static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadShaderDefault(void);      // Unload default shader
-
-static void LoadBuffersDefault(void);       // Load default internal buffers (lines, triangles, quads)
-static void UpdateBuffersDefault(void);     // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawBuffersDefault(void);       // Draw default internal buffers vertex data
-static void UnloadBuffersDefault(void);     // Unload default internal buffers vertex data from CPU and GPU
-
-static void GenDrawCube(void);              // Generate and draw cube
-static void GenDrawQuad(void);              // Generate and draw quad
-
-#if defined(SUPPORT_VR_SIMULATOR)
-static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
-#endif
-
-#endif  // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Get OpenGL internal formats and data type from raylib PixelFormat
-static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType);
-
-#if defined(GRAPHICS_API_OPENGL_11)
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix operations
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_11)
-
-// Fallback to OpenGL 1.1 function calls
-//---------------------------------------
-void rlMatrixMode(int mode)
-{
-    switch (mode)
-    {
-        case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
-        case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
-        case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
-        default: break;
-    }
-}
-
-void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
-{
-    glFrustum(left, right, bottom, top, zNear, zFar);
-}
-
-void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
-{
-    glOrtho(left, right, bottom, top, zNear, zFar);
-}
-
-void rlPushMatrix(void) { glPushMatrix(); }
-void rlPopMatrix(void) { glPopMatrix(); }
-void rlLoadIdentity(void) { glLoadIdentity(); }
-void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
-void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
-void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
-void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Choose the current matrix to be transformed
-void rlMatrixMode(int mode)
-{
-    if (mode == RL_PROJECTION) currentMatrix = &projection;
-    else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
-    //else if (mode == RL_TEXTURE) // Not supported
-
-    currentMatrixMode = mode;
-}
-
-// Push the current matrix to stack
-void rlPushMatrix(void)
-{
-    if (stackCounter == MATRIX_STACK_SIZE - 1)
-    {
-        TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
-    }
-
-    stack[stackCounter] = *currentMatrix;
-    rlLoadIdentity();       // TODO: Review matrix stack logic!
-    stackCounter++;
-
-    if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
-}
-
-// Pop lattest inserted matrix from stack
-void rlPopMatrix(void)
-{
-    if (stackCounter > 0)
-    {
-        Matrix mat = stack[stackCounter - 1];
-        *currentMatrix = mat;
-        stackCounter--;
-    }
-}
-
-// Reset current matrix to identity matrix
-void rlLoadIdentity(void)
-{
-    *currentMatrix = MatrixIdentity();
-}
-
-// Multiply the current matrix by a translation matrix
-void rlTranslatef(float x, float y, float z)
-{
-    Matrix matTranslation = MatrixTranslate(x, y, z);
-
-    // NOTE: We transpose matrix with multiplication order
-    *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
-}
-
-// Multiply the current matrix by a rotation matrix
-void rlRotatef(float angleDeg, float x, float y, float z)
-{
-    Matrix matRotation = MatrixIdentity();
-
-    Vector3 axis = (Vector3){ x, y, z };
-    matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
-
-    // NOTE: We transpose matrix with multiplication order
-    *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
-}
-
-// Multiply the current matrix by a scaling matrix
-void rlScalef(float x, float y, float z)
-{
-    Matrix matScale = MatrixScale(x, y, z);
-
-    // NOTE: We transpose matrix with multiplication order
-    *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
-}
-
-// Multiply the current matrix by another matrix
-void rlMultMatrixf(float *matf)
-{
-    // Matrix creation from array
-    Matrix mat = { matf[0], matf[4], matf[8], matf[12],
-                   matf[1], matf[5], matf[9], matf[13],
-                   matf[2], matf[6], matf[10], matf[14],
-                   matf[3], matf[7], matf[11], matf[15] };
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
-{
-    Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
-}
-
-// Multiply the current matrix by an orthographic matrix generated by parameters
-void rlOrtho(double left, double right, double bottom, double top, double near, double far)
-{
-    Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
-}
-
-#endif
-
-// Set the viewport area (transformation from normalized device coordinates to window coordinates)
-// NOTE: Updates global variables: screenWidth, screenHeight
-void rlViewport(int x, int y, int width, int height)
-{
-    glViewport(x, y, width, height);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vertex level operations
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11)
-
-// Fallback to OpenGL 1.1 function calls
-//---------------------------------------
-void rlBegin(int mode)
-{
-    switch (mode)
-    {
-        case RL_LINES: glBegin(GL_LINES); break;
-        case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
-        case RL_QUADS: glBegin(GL_QUADS); break;
-        default: break;
-    }
-}
-
-void rlEnd() { glEnd(); }
-void rlVertex2i(int x, int y) { glVertex2i(x, y); }
-void rlVertex2f(float x, float y) { glVertex2f(x, y); }
-void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
-void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
-void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
-void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
-void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
-void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
-    // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
-    currentDrawMode = mode;
-}
-
-// Finish vertex providing
-void rlEnd(void)
-{
-    if (useTempBuffer)
-    {
-        // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
-        // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
-        // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
-
-        // Apply transformation matrix to all temp vertices
-        for (int i = 0; i < tempBufferCount; i++) tempBuffer[i] = Vector3Transform(tempBuffer[i], *currentMatrix);
-
-        // Deactivate tempBuffer usage to allow rlVertex3f do its job
-        useTempBuffer = false;
-
-        // Copy all transformed vertices to right VAO
-        for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
-
-        // Reset temp buffer
-        tempBufferCount = 0;
-    }
-
-    // Make sure vertexCount is the same for vertices-texcoords-normals-colors
-    // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
-    switch (currentDrawMode)
-    {
-        case RL_LINES:
-        {
-            if (lines.vCounter != lines.cCounter)
-            {
-                int addColors = lines.vCounter - lines.cCounter;
-
-                for (int i = 0; i < addColors; i++)
-                {
-                    lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
-                    lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
-                    lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
-                    lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
-
-                    lines.cCounter++;
-                }
-            }
-        } break;
-        case RL_TRIANGLES:
-        {
-            if (triangles.vCounter != triangles.cCounter)
-            {
-                int addColors = triangles.vCounter - triangles.cCounter;
-
-                for (int i = 0; i < addColors; i++)
-                {
-                    triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
-                    triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
-                    triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
-                    triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
-
-                    triangles.cCounter++;
-                }
-            }
-        } break;
-        case RL_QUADS:
-        {
-            // Make sure colors count match vertex count
-            if (quads.vCounter != quads.cCounter)
-            {
-                int addColors = quads.vCounter - quads.cCounter;
-
-                for (int i = 0; i < addColors; i++)
-                {
-                    quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
-                    quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
-                    quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
-                    quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
-
-                    quads.cCounter++;
-                }
-            }
-
-            // Make sure texcoords count match vertex count
-            if (quads.vCounter != quads.tcCounter)
-            {
-                int addTexCoords = quads.vCounter - quads.tcCounter;
-
-                for (int i = 0; i < addTexCoords; i++)
-                {
-                    quads.texcoords[2*quads.tcCounter] = 0.0f;
-                    quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
-
-                    quads.tcCounter++;
-                }
-            }
-
-            // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
-
-        } break;
-        default: break;
-    }
-
-    // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
-    // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
-    // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
-    currentDepth += (1.0f/20000.0f);
-
-    // Verify internal buffers limits
-    // NOTE: This check is combined with usage of rlCheckBufferLimit()
-    if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
-        (triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 3) ||
-        (quads.vCounter/4 >= MAX_QUADS_BATCH - 4)) rlglDraw();
-}
-
-// Define one vertex (position)
-void rlVertex3f(float x, float y, float z)
-{
-    if (useTempBuffer)
-    {
-        tempBuffer[tempBufferCount].x = x;
-        tempBuffer[tempBufferCount].y = y;
-        tempBuffer[tempBufferCount].z = z;
-        tempBufferCount++;
-    }
-    else
-    {
-        switch (currentDrawMode)
-        {
-            case RL_LINES:
-            {
-                // Verify that MAX_LINES_BATCH limit not reached
-                if (lines.vCounter/2 < MAX_LINES_BATCH)
-                {
-                    lines.vertices[3*lines.vCounter] = x;
-                    lines.vertices[3*lines.vCounter + 1] = y;
-                    lines.vertices[3*lines.vCounter + 2] = z;
-
-                    lines.vCounter++;
-                }
-                else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
-
-            } break;
-            case RL_TRIANGLES:
-            {
-                // Verify that MAX_TRIANGLES_BATCH limit not reached
-                if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
-                {
-                    triangles.vertices[3*triangles.vCounter] = x;
-                    triangles.vertices[3*triangles.vCounter + 1] = y;
-                    triangles.vertices[3*triangles.vCounter + 2] = z;
-
-                    triangles.vCounter++;
-                }
-                else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
-
-            } break;
-            case RL_QUADS:
-            {
-                // Verify that MAX_QUADS_BATCH limit not reached
-                if (quads.vCounter/4 < MAX_QUADS_BATCH)
-                {
-                    quads.vertices[3*quads.vCounter] = x;
-                    quads.vertices[3*quads.vCounter + 1] = y;
-                    quads.vertices[3*quads.vCounter + 2] = z;
-
-                    quads.vCounter++;
-
-                    draws[drawsCounter - 1].vertexCount++;
-                }
-                else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
-
-            } break;
-            default: break;
-        }
-    }
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
-    rlVertex3f(x, y, currentDepth);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
-    rlVertex3f((float)x, (float)y, currentDepth);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to QUADS only
-void rlTexCoord2f(float x, float y)
-{
-    if (currentDrawMode == RL_QUADS)
-    {
-        quads.texcoords[2*quads.tcCounter] = x;
-        quads.texcoords[2*quads.tcCounter + 1] = y;
-
-        quads.tcCounter++;
-    }
-}
-
-// Define one vertex (normal)
-// NOTE: Normals limited to TRIANGLES only ?
-void rlNormal3f(float x, float y, float z)
-{
-    // TODO: Normals usage...
-}
-
-// Define one vertex (color)
-void rlColor4ub(byte x, byte y, byte z, byte w)
-{
-    switch (currentDrawMode)
-    {
-        case RL_LINES:
-        {
-            lines.colors[4*lines.cCounter] = x;
-            lines.colors[4*lines.cCounter + 1] = y;
-            lines.colors[4*lines.cCounter + 2] = z;
-            lines.colors[4*lines.cCounter + 3] = w;
-
-            lines.cCounter++;
-
-        } break;
-        case RL_TRIANGLES:
-        {
-            triangles.colors[4*triangles.cCounter] = x;
-            triangles.colors[4*triangles.cCounter + 1] = y;
-            triangles.colors[4*triangles.cCounter + 2] = z;
-            triangles.colors[4*triangles.cCounter + 3] = w;
-
-            triangles.cCounter++;
-
-        } break;
-        case RL_QUADS:
-        {
-            quads.colors[4*quads.cCounter] = x;
-            quads.colors[4*quads.cCounter + 1] = y;
-            quads.colors[4*quads.cCounter + 2] = z;
-            quads.colors[4*quads.cCounter + 3] = w;
-
-            quads.cCounter++;
-
-        } break;
-        default: break;
-    }
-}
-
-// Define one vertex (color)
-void rlColor4f(float r, float g, float b, float a)
-{
-    rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
-    rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
-}
-
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-//----------------------------------------------------------------------------------
-
-// Enable texture usage
-void rlEnableTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    glEnable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, id);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (draws[drawsCounter - 1].textureId != id)
-    {
-        if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
-
-        if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
-        {
-            rlglDraw();
-            drawsCounter = 1;
-        }
-
-        draws[drawsCounter - 1].textureId = id;
-        draws[drawsCounter - 1].vertexCount = 0;
-    }
-#endif
-}
-
-// Disable texture usage
-void rlDisableTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    glDisable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, 0);
-#else
-    // NOTE: If quads batch limit is reached,
-    // we force a draw call and next batch starts
-    if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
-#endif
-}
-
-// Set texture parameters (wrap mode/filter mode)
-void rlTextureParameters(unsigned int id, int param, int value)
-{
-    glBindTexture(GL_TEXTURE_2D, id);
-
-    switch (param)
-    {
-        case RL_TEXTURE_WRAP_S:
-        case RL_TEXTURE_WRAP_T:
-        {
-            if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
-            else glTexParameteri(GL_TEXTURE_2D, param, value);
-        } break;
-        case RL_TEXTURE_MAG_FILTER:
-        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
-        case RL_TEXTURE_ANISOTROPIC_FILTER:
-        {
-            if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
-            else if (maxAnisotropicLevel > 0.0f)
-            {
-                TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
-                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
-            }
-            else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
-        } break;
-        default: break;
-    }
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Enable rendering to texture (fbo)
-void rlEnableRenderTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glBindFramebuffer(GL_FRAMEBUFFER, id);
-
-    //glDisable(GL_CULL_FACE);    // Allow double side drawing for texture flipping
-    //glCullFace(GL_FRONT);
-#endif
-}
-
-// Disable rendering to texture
-void rlDisableRenderTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    //glEnable(GL_CULL_FACE);
-    //glCullFace(GL_BACK);
-#endif
-}
-
-// Enable depth test
-void rlEnableDepthTest(void)
-{
-    glEnable(GL_DEPTH_TEST);
-}
-
-// Disable depth test
-void rlDisableDepthTest(void)
-{
-    glDisable(GL_DEPTH_TEST);
-}
-
-// Enable wire mode
-void rlEnableWireMode(void)
-{
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
-    // NOTE: glPolygonMode() not available on OpenGL ES
-    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-#endif
-}
-
-// Disable wire mode
-void rlDisableWireMode(void)
-{
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
-    // NOTE: glPolygonMode() not available on OpenGL ES
-    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-#endif
-}
-
-// Unload texture from GPU memory
-void rlDeleteTextures(unsigned int id)
-{
-    if (id > 0) glDeleteTextures(1, &id);
-}
-
-// Unload render texture from GPU memory
-void rlDeleteRenderTextures(RenderTexture2D target)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (target.id > 0) glDeleteFramebuffers(1, &target.id);
-    if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
-    if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id);
-
-    TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
-#endif
-}
-
-// Unload shader from GPU memory
-void rlDeleteShader(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (id != 0) glDeleteProgram(id);
-#endif
-}
-
-// Unload vertex data (VAO) from GPU memory
-void rlDeleteVertexArrays(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vaoSupported)
-    {
-        if (id != 0) glDeleteVertexArrays(1, &id);
-        TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
-    }
-#endif
-}
-
-// Unload vertex data (VBO) from GPU memory
-void rlDeleteBuffers(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (id != 0)
-    {
-        glDeleteBuffers(1, &id);
-        if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
-    }
-#endif
-}
-
-// Clear color buffer with color
-void rlClearColor(byte r, byte g, byte b, byte a)
-{
-    // Color values clamp to 0.0f(0) and 1.0f(255)
-    float cr = (float)r/255;
-    float cg = (float)g/255;
-    float cb = (float)b/255;
-    float ca = (float)a/255;
-
-    glClearColor(cr, cg, cb, ca);
-}
-
-// Clear used screen buffers (color and depth)
-void rlClearScreenBuffers(void)
-{
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear used buffers: Color and Depth (Depth is used for 3D)
-    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - rlgl Functions
-//----------------------------------------------------------------------------------
-
-// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
-void rlglInit(int width, int height)
-{
-    // Check OpenGL information and capabilities
-    //------------------------------------------------------------------------------
-
-    // Print current OpenGL and GLSL version
-    TraceLog(LOG_INFO, "GPU: Vendor:   %s", glGetString(GL_VENDOR));
-    TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
-    TraceLog(LOG_INFO, "GPU: Version:  %s", glGetString(GL_VERSION));
-    TraceLog(LOG_INFO, "GPU: GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
-
-    // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
-    //int maxTexSize;
-    //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
-    //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
-
-    //GL_MAX_TEXTURE_IMAGE_UNITS
-    //GL_MAX_VIEWPORT_DIMS
-
-    //int numAuxBuffers;
-    //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
-    //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
-
-    //GLint numComp = 0;
-    //GLint format[32] = { 0 };
-    //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
-    //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
-    //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
-
-    // NOTE: We don't need that much data on screen... right now...
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Get supported extensions list
-    GLint numExt = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33)
-
-    // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
-    vaoSupported = true;
-    texNPOTSupported = true;
-    texFloatSupported = true;
-
-    // We get a list of available extensions and we check for some of them (compressed textures)
-    // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
-    glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
-
-#ifdef _MSC_VER
-    const char **extList = malloc(sizeof(const char *)*numExt);
-#else
-    const char *extList[numExt];
-#endif
-
-    for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
-
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    char *extensions = (char *)glGetString(GL_EXTENSIONS);  // One big const string
-
-    // NOTE: We have to duplicate string because glGetString() returns a const value
-    // If not duplicated, it fails in some systems (Raspberry Pi)
-    // Equivalent to function: char *strdup(const char *str)
-    char *extensionsDup;
-    size_t len = strlen(extensions) + 1;
-    void *newstr = malloc(len);
-    if (newstr == NULL) extensionsDup = NULL;
-    extensionsDup = (char *)memcpy(newstr, extensions, len);
-
-    // NOTE: String could be splitted using strtok() function (string.h)
-    // NOTE: strtok() modifies the received string, it can not be const
-
-    char *extList[512];     // Allocate 512 strings pointers (2 KB)
-
-    extList[numExt] = strtok(extensionsDup, " ");
-
-    while (extList[numExt] != NULL)
-    {
-        numExt++;
-        extList[numExt] = strtok(NULL, " ");
-    }
-
-    free(extensionsDup);    // Duplicated string must be deallocated
-
-    numExt -= 1;
-#endif
-
-    TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
-
-    // Show supported extensions
-    //for (int i = 0; i < numExt; i++)  TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
-
-    // Check required extensions
-    for (int i = 0; i < numExt; i++)
-    {
-#if defined(GRAPHICS_API_OPENGL_ES2)
-        // Check VAO support
-        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
-        if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
-        {
-            vaoSupported = true;
-
-            // The extension is supported by our hardware and driver, try to get related functions pointers
-            // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
-            glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
-            glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
-            glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
-            //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
-        }
-
-        // Check NPOT textures support
-        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
-        if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
-
-        // Check texture float support
-        if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
-#endif
-
-        // DDS texture compression support
-        if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
-            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
-            (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
-
-        // ETC1 texture compression support
-        if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
-            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
-
-        // ETC2/EAC texture compression support
-        if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
-
-        // PVR texture compression support
-        if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
-
-        // ASTC texture compression support
-        if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
-
-        // Anisotropic texture filter support
-        if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
-        {
-            texAnisotropicFilterSupported = true;
-            glGetFloatv(0x84FF, &maxAnisotropicLevel);   // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
-        }
-
-        // Clamp mirror wrap mode supported
-        if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
-
-        // Debug marker support
-        if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
-    }
-
-#if defined(_MSC_VER)
-    //free(extList);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-    if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
-    else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
-
-    if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
-    else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
-#endif
-
-    if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
-    if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
-    if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
-    if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
-    if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
-
-    if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
-    if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
-
-    if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
-
-    // Initialize buffers, default shaders and default textures
-    //----------------------------------------------------------
-
-    // Init default white texture
-    unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
-
-    whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
-
-    if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
-    else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
-
-    // Init default Shader (customized for GL 3.3 and ES2)
-    defaultShader = LoadShaderDefault();
-    currentShader = defaultShader;
-
-    // Init default vertex arrays buffers (lines, triangles, quads)
-    LoadBuffersDefault();
-
-    // Init temp vertex buffer, used when transformation required (translate, rotate, scale)
-    tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
-
-    for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero();
-
-    // Init draw calls tracking system
-    draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
-
-    for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
-    {
-        draws[i].textureId = 0;
-        draws[i].vertexCount = 0;
-    }
-
-    drawsCounter = 1;
-    draws[drawsCounter - 1].textureId = whiteTexture;
-    currentDrawMode = RL_TRIANGLES;     // Set default draw mode
-
-    // Init internal matrix stack (emulating OpenGL 1.1)
-    for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-
-    // Init internal projection and modelview matrices
-    projection = MatrixIdentity();
-    modelview = MatrixIdentity();
-    currentMatrix = &modelview;
-#endif      // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-    // Initialize OpenGL default states
-    //----------------------------------------------------------
-
-    // Init state: Depth test
-    glDepthFunc(GL_LEQUAL);                                 // Type of depth testing to apply
-    glDisable(GL_DEPTH_TEST);                               // Disable depth testing for 2D (only used for 3D)
-
-    // Init state: Blending mode
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);      // Color blending function (how colors are mixed)
-    glEnable(GL_BLEND);                                     // Enable color blending (required to work with transparencies)
-
-    // Init state: Culling
-    // NOTE: All shapes/models triangles are drawn CCW
-    glCullFace(GL_BACK);                                    // Cull the back face (default)
-    glFrontFace(GL_CCW);                                    // Front face are defined counter clockwise (default)
-    glEnable(GL_CULL_FACE);                                 // Enable backface culling
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    // Init state: Color hints (deprecated in OpenGL 3.0+)
-    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Improve quality of color and texture coordinate interpolation
-    glShadeModel(GL_SMOOTH);                                // Smooth shading between vertex (vertex colors interpolation)
-#endif
-
-    // Init state: Color/Depth buffers clear
-    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);                   // Set clear color (black)
-    glClearDepth(1.0f);                                     // Set clear depth value (default)
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear color and depth buffers (depth buffer required for 3D)
-
-    // Store screen size into global variables
-    screenWidth = width;
-    screenHeight = height;
-
-    TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void rlglClose(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    UnloadShaderDefault();              // Unload default shader
-    UnloadBuffersDefault();             // Unload default buffers (lines, triangles, quads)
-    glDeleteTextures(1, &whiteTexture); // Unload default texture
-
-    TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
-
-    free(draws);
-#endif
-}
-
-// Drawing batches: triangles, quads, lines
-void rlglDraw(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: In a future version, models could be stored in a stack...
-    //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
-
-    // NOTE: Default buffers upload and draw
-    UpdateBuffersDefault();
-    DrawBuffersDefault();       // NOTE: Stereo rendering is checked inside
-#endif
-}
-
-// Returns current OpenGL version
-int rlGetVersion(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    return OPENGL_11;
-#elif defined(GRAPHICS_API_OPENGL_21)
-    #if defined(__APPLE__)
-        return OPENGL_33;   // NOTE: Force OpenGL 3.3 on OSX
-    #else
-        return OPENGL_21;
-    #endif
-#elif defined(GRAPHICS_API_OPENGL_33)
-    return OPENGL_33;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    return OPENGL_ES_20;
-#endif
-}
-
-// Check internal buffer overflow for a given number of vertex
-bool rlCheckBufferLimit(int type, int vCount)
-{
-    bool overflow = false;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    switch (type)
-    {
-        case RL_LINES: overflow = ((lines.vCounter + vCount)/2 >= MAX_LINES_BATCH); break;
-        case RL_TRIANGLES: overflow = ((triangles.vCounter + vCount)/3 >= MAX_TRIANGLES_BATCH); break;
-        case RL_QUADS: overflow = ((quads.vCounter + vCount)/4 >= MAX_QUADS_BATCH); break;
-        default: break;
-    }
-#endif
-    return overflow;
-}
-
-// Set debug marker
-void rlSetDebugMarker(const char *text)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
-    if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
-#endif
-}
-
-// Load OpenGL extensions
-// NOTE: External loader function could be passed as a pointer
-void rlLoadExtensions(void *loader)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
-    // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
-    #if !defined(__APPLE__)
-        if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
-        else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
-
-        #if defined(GRAPHICS_API_OPENGL_21)
-        if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
-        #elif defined(GRAPHICS_API_OPENGL_33)
-        if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
-        else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
-        #endif
-    #endif
-
-    // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
-    //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
-#endif
-}
-
-// Get world coordinates from screen coordinates
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
-{
-    Vector3 result = { 0.0f, 0.0f, 0.0f };
-
-    // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
-    Matrix matViewProj = MatrixMultiply(view, proj);
-    matViewProj = MatrixInvert(matViewProj);
-
-    // Create quaternion from source point
-    Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
-    // Multiply quat point by unproject matrix
-    quat = QuaternionTransform(quat, matViewProj);
-
-    // Normalized world points in vectors
-    result.x = quat.x/quat.w;
-    result.y = quat.y/quat.w;
-    result.z = quat.z/quat.w;
-
-    return result;
-}
-
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
-unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
-{
-    glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
-
-    GLuint id = 0;
-
-    // Check texture format support by OpenGL 1.1 (compressed textures not supported)
-#if defined(GRAPHICS_API_OPENGL_11)
-    if (format >= COMPRESSED_DXT1_RGB)
-    {
-        TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
-        return id;
-    }
-#endif
-
-    if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
-        (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
-        return id;
-    }
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
-    {
-        TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
-        return id;
-    }
-
-    if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
-        return id;
-    }
-
-    if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
-        return id;
-    }
-
-    if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
-        return id;
-    }
-#endif
-
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
-    glGenTextures(1, &id);              // Generate Pointer to the texture
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    //glActiveTexture(GL_TEXTURE0);     // If not defined, using GL_TEXTURE0 by default (shader texture)
-#endif
-
-    glBindTexture(GL_TEXTURE_2D, id);
-
-    int mipWidth = width;
-    int mipHeight = height;
-    int mipOffset = 0;          // Mipmap data offset
-
-    TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
-
-    // Load the different mipmap levels
-    for (int i = 0; i < mipmapCount; i++)
-    {
-        unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
-
-        int glInternalFormat, glFormat, glType;
-        GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
-
-        TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
-
-        if (glInternalFormat != -1)
-        {
-            if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
-        #if !defined(GRAPHICS_API_OPENGL_11)
-            else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
-        #endif
-
-        #if defined(GRAPHICS_API_OPENGL_33)
-            if (format == UNCOMPRESSED_GRAYSCALE)
-            {
-                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
-                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
-            }
-            else if (format == UNCOMPRESSED_GRAY_ALPHA)
-            {
-            #if defined(GRAPHICS_API_OPENGL_21)
-                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
-            #elif defined(GRAPHICS_API_OPENGL_33)
-                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
-            #endif
-                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
-            }
-        #endif
-        }
-
-        mipWidth /= 2;
-        mipHeight /= 2;
-        mipOffset += mipSize;
-
-        // Security check for NPOT textures
-        if (mipWidth < 1) mipWidth = 1;
-        if (mipHeight < 1) mipHeight = 1;
-    }
-
-    // Texture parameters configuration
-    // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
-#if defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
-    if (texNPOTSupported)
-    {
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
-    }
-    else
-    {
-        // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);       // Set texture to clamp on x-axis
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);       // Set texture to clamp on y-axis
-    }
-#else
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
-#endif
-
-    // Magnification and minification filters
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
-
-#if defined(GRAPHICS_API_OPENGL_33)
-    if (mipmapCount > 1)
-    {
-        // Activate Trilinear filtering if mipmaps are available
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
-    }
-#endif
-
-    // At this point we have the texture loaded in GPU and texture parameters configured
-
-    // NOTE: If mipmaps were not in data, they are not generated automatically
-
-    // Unbind current texture
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-    if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
-    else TraceLog(LOG_WARNING, "Texture could not be created");
-
-    return id;
-}
-
-// Update already loaded texture in GPU with new data
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
-{
-    glBindTexture(GL_TEXTURE_2D, id);
-
-    int glInternalFormat, glFormat, glType;
-    GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
-
-    if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
-    {
-        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
-    }
-    else TraceLog(LOG_WARNING, "Texture format updating not supported");
-}
-
-// Unload texture from GPU memory
-void rlUnloadTexture(unsigned int id)
-{
-    if (id > 0) glDeleteTextures(1, &id);
-}
-
-
-// Load a texture to be used for rendering (fbo with color and depth attachments)
-RenderTexture2D rlLoadRenderTexture(int width, int height)
-{
-    RenderTexture2D target;
-
-    target.id = 0;
-
-    target.texture.id = 0;
-    target.texture.width = width;
-    target.texture.height = height;
-    target.texture.format = UNCOMPRESSED_R8G8B8A8;
-    target.texture.mipmaps = 1;
-
-    target.depth.id = 0;
-    target.depth.width = width;
-    target.depth.height = height;
-    target.depth.format = 19;       //DEPTH_COMPONENT_24BIT
-    target.depth.mipmaps = 1;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Create the texture that will serve as the color attachment for the framebuffer
-    glGenTextures(1, &target.texture.id);
-    glBindTexture(GL_TEXTURE_2D, target.texture.id);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
-    #define USE_DEPTH_RENDERBUFFER
-#else
-    #define USE_DEPTH_TEXTURE
-#endif
-
-#if defined(USE_DEPTH_RENDERBUFFER)
-    // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
-    glGenRenderbuffers(1, &target.depth.id);
-    glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);    // GL_DEPTH_COMPONENT24 not supported on Android
-#elif defined(USE_DEPTH_TEXTURE)
-    // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
-    // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
-    glGenTextures(1, &target.depth.id);
-    glBindTexture(GL_TEXTURE_2D, target.depth.id);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-    glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-    // Create the framebuffer object
-    glGenFramebuffers(1, &target.id);
-    glBindFramebuffer(GL_FRAMEBUFFER, target.id);
-
-    // Attach color texture and depth renderbuffer to FBO
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
-#if defined(USE_DEPTH_RENDERBUFFER)
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
-#elif defined(USE_DEPTH_TEXTURE)
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
-#endif
-
-    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
-    if (status != GL_FRAMEBUFFER_COMPLETE)
-    {
-        TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
-
-        switch (status)
-        {
-            case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
-            case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
-            case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
-#endif
-            case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
-            default: break;
-        }
-
-        glDeleteTextures(1, &target.texture.id);
-        glDeleteTextures(1, &target.depth.id);
-        glDeleteFramebuffers(1, &target.id);
-    }
-    else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
-
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-
-    return target;
-}
-
-// Generate mipmap data for selected texture
-void rlGenerateMipmaps(Texture2D *texture)
-{
-    glBindTexture(GL_TEXTURE_2D, texture->id);
-
-    // Check if texture is power-of-two (POT)
-    bool texIsPOT = false;
-
-    if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
-        ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
-
-    if ((texIsPOT) || (texNPOTSupported))
-    {
-#if defined(GRAPHICS_API_OPENGL_11)
-        // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
-        if (texture->format == UNCOMPRESSED_R8G8B8A8)
-        {
-            // Retrieve texture data from VRAM
-            void *data = rlReadTexturePixels(*texture);
-
-            // NOTE: data size is reallocated to fit mipmaps data
-            // NOTE: CPU mipmap generation only supports RGBA 32bit data
-            int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
-
-            int size = texture->width*texture->height*4;
-            int offset = size;
-
-            int mipWidth = texture->width/2;
-            int mipHeight = texture->height/2;
-
-            // Load the mipmaps
-            for (int level = 1; level < mipmapCount; level++)
-            {
-                glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset);
-
-                size = mipWidth*mipHeight*4;
-                offset += size;
-
-                mipWidth /= 2;
-                mipHeight /= 2;
-            }
-
-            texture->mipmaps = mipmapCount + 1;
-            free(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
-
-            TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps [%i] generated manually on CPU side", texture->id, texture->mipmaps);
-        }
-        else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps could not be generated for texture format", texture->id);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-        //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
-        glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
-        TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
-
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);   // Activate Trilinear filtering for mipmaps
-
-        #define MIN(a,b) (((a)<(b))?(a):(b))
-        #define MAX(a,b) (((a)>(b))?(a):(b))
-
-        texture->mipmaps =  1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
-#endif
-    }
-    else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Upload vertex data into a VAO (if supported) and VBO
-// TODO: Check if mesh has already been loaded in GPU
-void rlLoadMesh(Mesh *mesh, bool dynamic)
-{
-    mesh->vaoId = 0;        // Vertex Array Object
-    mesh->vboId[0] = 0;     // Vertex positions VBO
-    mesh->vboId[1] = 0;     // Vertex texcoords VBO
-    mesh->vboId[2] = 0;     // Vertex normals VBO
-    mesh->vboId[3] = 0;     // Vertex colors VBO
-    mesh->vboId[4] = 0;     // Vertex tangents VBO
-    mesh->vboId[5] = 0;     // Vertex texcoords2 VBO
-    mesh->vboId[6] = 0;     // Vertex indices VBO
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    int drawHint = GL_STATIC_DRAW;
-    if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-
-    if (vaoSupported)
-    {
-        // Initialize Quads VAO (Buffer A)
-        glGenVertexArrays(1, &mesh->vaoId);
-        glBindVertexArray(mesh->vaoId);
-    }
-
-    // NOTE: Attributes must be uploaded considering default locations points
-
-    // Enable vertex attributes: position (shader-location = 0)
-    glGenBuffers(1, &mesh->vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
-    glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
-    glEnableVertexAttribArray(0);
-
-    // Enable vertex attributes: texcoords (shader-location = 1)
-    glGenBuffers(1, &mesh->vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
-    glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
-    glEnableVertexAttribArray(1);
-
-    // Enable vertex attributes: normals (shader-location = 2)
-    if (mesh->normals != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[2]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
-        glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(2);
-    }
-    else
-    {
-        // Default color vertex attribute set to WHITE
-        glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
-        glDisableVertexAttribArray(2);
-    }
-
-    // Default color vertex attribute (shader-location = 3)
-    if (mesh->colors != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[3]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
-        glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-        glEnableVertexAttribArray(3);
-    }
-    else
-    {
-        // Default color vertex attribute set to WHITE
-        glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
-        glDisableVertexAttribArray(3);
-    }
-
-    // Default tangent vertex attribute (shader-location = 4)
-    if (mesh->tangents != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[4]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
-        glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(4);
-    }
-    else
-    {
-        // Default tangents vertex attribute
-        glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
-        glDisableVertexAttribArray(4);
-    }
-
-    // Default texcoord2 vertex attribute (shader-location = 5)
-    if (mesh->texcoords2 != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[5]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
-        glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(5);
-    }
-    else
-    {
-        // Default texcoord2 vertex attribute
-        glVertexAttrib2f(5, 0.0f, 0.0f);
-        glDisableVertexAttribArray(5);
-    }
-
-    if (mesh->indices != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[6]);
-        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
-        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
-    }
-
-    if (vaoSupported)
-    {
-        if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
-        else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
-    }
-    else
-    {
-        TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
-    }
-#endif
-}
-
-// Update vertex data on GPU (upload new data to one buffer)
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Activate mesh VAO
-    if (vaoSupported) glBindVertexArray(mesh.vaoId);
-
-    switch (buffer)
-    {
-        case 0:     // Update vertices (vertex position)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
-
-        } break;
-        case 1:     // Update texcoords (vertex texture coordinates)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
-
-        } break;
-        case 2:     // Update normals (vertex normals)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
-
-        } break;
-        case 3:     // Update colors (vertex colors)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
-
-        } break;
-        case 4:     // Update tangents (vertex tangents)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
-        } break;
-        case 5:     // Update texcoords2 (vertex second texture coordinates)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
-        } break;
-        default: break;
-    }
-
-    // Unbind the current VAO
-    if (vaoSupported) glBindVertexArray(0);
-
-    // Another option would be using buffer mapping...
-    //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
-    // Now we can modify vertices
-    //glUnmapBuffer(GL_ARRAY_BUFFER);
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    glEnable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
-
-    // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
-    glEnableClientState(GL_VERTEX_ARRAY);                   // Enable vertex array
-    glEnableClientState(GL_TEXTURE_COORD_ARRAY);            // Enable texture coords array
-    if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY);     // Enable normals array
-    if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY);       // Enable colors array
-
-    glVertexPointer(3, GL_FLOAT, 0, mesh.vertices);         // Pointer to vertex coords array
-    glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords);      // Pointer to texture coords array
-    if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals);           // Pointer to normals array
-    if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors);   // Pointer to colors array
-
-    rlPushMatrix();
-        rlMultMatrixf(MatrixToFloat(transform));
-        rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
-
-        if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
-        else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
-    rlPopMatrix();
-
-    glDisableClientState(GL_VERTEX_ARRAY);                  // Disable vertex array
-    glDisableClientState(GL_TEXTURE_COORD_ARRAY);           // Disable texture coords array
-    if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY);    // Disable normals array
-    if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY);     // Disable colors array
-
-    glDisable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Bind shader program
-    glUseProgram(material.shader.id);
-
-    // Matrices and other values required by shader
-    //-----------------------------------------------------
-    // Calculate and send to shader model matrix (used by PBR shader)
-    if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
-
-    // Upload to shader material.colDiffuse
-    if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
-        glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
-                                                           (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
-                                                           (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
-                                                           (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
-
-    // Upload to shader material.colSpecular (if available)
-    if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
-        glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
-                                                               (float)material.maps[MAP_SPECULAR].color.g/255.0f,
-                                                               (float)material.maps[MAP_SPECULAR].color.b/255.0f,
-                                                               (float)material.maps[MAP_SPECULAR].color.a/255.0f);
-
-    if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
-    if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
-
-    // At this point the modelview matrix just contains the view matrix (camera)
-    // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
-    Matrix matView = modelview;         // View matrix (camera)
-    Matrix matProjection = projection;  // Projection matrix (perspective)
-
-    // Calculate model-view matrix combining matModel and matView
-    Matrix matModelView = MatrixMultiply(transform, matView);           // Transform to camera-space coordinates
-    //-----------------------------------------------------
-
-    // Bind active texture maps (if available)
-    for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
-    {
-        if (material.maps[i].texture.id > 0)
-        {
-            glActiveTexture(GL_TEXTURE0 + i);
-            if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
-            else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
-
-            glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
-        }
-    }
-
-    // Bind vertex array objects (or VBOs)
-    if (vaoSupported) glBindVertexArray(mesh.vaoId);
-    else
-    {
-        // TODO: Simplify VBO binding into a for loop
-
-        // Bind mesh VBO data: vertex position (shader-location = 0)
-        glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
-        glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
-
-        // Bind mesh VBO data: vertex texcoords (shader-location = 1)
-        glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
-        glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
-
-        // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
-        if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
-            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
-            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
-        }
-
-        // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
-        if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
-        {
-            if (mesh.vboId[3] != 0)
-            {
-                glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
-                glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
-            }
-            else
-            {
-                // Set default value for unused attribute
-                // NOTE: Required when using default shader and no VAO support
-                glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
-                glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
-            }
-        }
-
-        // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
-        if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
-            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
-            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
-        }
-
-        // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
-        if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
-            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
-            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
-        }
-
-        if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
-    }
-
-    int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
-    if (vrStereoRender) eyesCount = 2;
-#endif
-
-    for (int eye = 0; eye < eyesCount; eye++)
-    {
-        if (eyesCount == 1) modelview = matModelView;
-        #if defined(SUPPORT_VR_SIMULATOR)
-        else SetStereoView(eye, matProjection, matModelView);
-        #endif
-
-        // Calculate model-view-projection matrix (MVP)
-        Matrix matMVP = MatrixMultiply(modelview, projection);        // Transform to screen-space coordinates
-
-        // Send combined model-view-projection matrix to shader
-        glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-
-        // Draw call!
-        if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
-        else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
-    }
-
-    // Unbind all binded texture maps
-    for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
-    {
-        glActiveTexture(GL_TEXTURE0 + i);       // Set shader active texture
-        if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
-        else glBindTexture(GL_TEXTURE_2D, 0);   // Unbind current active texture
-    }
-
-    // Unind vertex array objects (or VBOs)
-    if (vaoSupported) glBindVertexArray(0);
-    else
-    {
-        glBindBuffer(GL_ARRAY_BUFFER, 0);
-        if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-    }
-
-    // Unbind shader program
-    glUseProgram(0);
-
-    // Restore projection/modelview matrices
-    // NOTE: In stereo rendering matrices are being modified to fit every eye
-    projection = matProjection;
-    modelview = matView;
-#endif
-}
-
-// Unload mesh data from CPU and GPU
-void rlUnloadMesh(Mesh *mesh)
-{
-    if (mesh->vertices != NULL) free(mesh->vertices);
-    if (mesh->texcoords != NULL) free(mesh->texcoords);
-    if (mesh->normals != NULL) free(mesh->normals);
-    if (mesh->colors != NULL) free(mesh->colors);
-    if (mesh->tangents != NULL) free(mesh->tangents);
-    if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
-    if (mesh->indices != NULL) free(mesh->indices);
-
-    rlDeleteBuffers(mesh->vboId[0]);   // vertex
-    rlDeleteBuffers(mesh->vboId[1]);   // texcoords
-    rlDeleteBuffers(mesh->vboId[2]);   // normals
-    rlDeleteBuffers(mesh->vboId[3]);   // colors
-    rlDeleteBuffers(mesh->vboId[4]);   // tangents
-    rlDeleteBuffers(mesh->vboId[5]);   // texcoords2
-    rlDeleteBuffers(mesh->vboId[6]);   // indices
-
-    rlDeleteVertexArrays(mesh->vaoId);
-}
-
-// Read screen pixel data (color buffer)
-unsigned char *rlReadScreenPixels(int width, int height)
-{
-    unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
-
-    // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
-    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
-
-    // Flip image vertically!
-    unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
-
-    for (int y = height - 1; y >= 0; y--)
-    {
-        for (int x = 0; x < (width*4); x++)
-        {
-            // Flip line
-            imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
-
-            // Set alpha component value to 255 (no trasparent image retrieval)
-            // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
-            if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
-        }
-    }
-
-    free(screenData);
-
-    return imgData;     // NOTE: image data should be freed
-}
-
-// Read texture pixel data
-// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
-// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
-void *rlReadTexturePixels(Texture2D texture)
-{
-    void *pixels = NULL;
-
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
-    glBindTexture(GL_TEXTURE_2D, texture.id);
-
-    // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
-    /*
-    int width, height, format;
-    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
-    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
-    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
-    // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
-    */
-
-    // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
-    // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
-    // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
-    // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
-    glPixelStorei(GL_PACK_ALIGNMENT, 1);
-
-    int glInternalFormat, glFormat, glType;
-	GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
-    unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
-
-    if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
-    {
-        pixels = (unsigned char *)malloc(size);
-        glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
-    }
-    else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-    RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
-
-    // NOTE: Two possible Options:
-    // 1 - Bind texture to color fbo attachment and glReadPixels()
-    // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
-
-#define GET_TEXTURE_FBO_OPTION_1    // It works
-#if defined(GET_TEXTURE_FBO_OPTION_1)
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-    // Attach our texture to FBO -> Texture must be RGBA
-    // NOTE: Previoust attached texture is automatically detached
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
-
-    pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
-
-    // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
-    glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
-    // Re-attach internal FBO color texture before deleting it
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
-
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-#elif defined(GET_TEXTURE_FBO_OPTION_2)
-    // Render texture to fbo
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
-
-    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-    glClearDepthf(1.0f);
-    //glDisable(GL_TEXTURE_2D);
-    glEnable(GL_DEPTH_TEST);
-    //glDisable(GL_BLEND);
-
-    glViewport(0, 0, texture.width, texture.height);
-    rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
-
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-    glUseProgram(GetShaderDefault().id);
-    glBindTexture(GL_TEXTURE_2D, texture.id);
-    GenDrawQuad();
-    glBindTexture(GL_TEXTURE_2D, 0);
-    glUseProgram(0);
-
-    pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
-
-    glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
-    // Bind framebuffer 0, which means render to back buffer
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-
-#endif // GET_TEXTURE_FBO_OPTION
-
-    // Clean up temporal fbo
-    rlDeleteRenderTextures(fbo);
-
-#endif
-
-    return pixels;
-}
-
-/*
-// TODO: Record draw calls to be processed in batch
-// NOTE: Global state must be kept
-void rlRecordDraw(void)
-{
-    // TODO: Before adding a new draw, check if anything changed from last stored draw
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    draws[drawsCounter].vaoId = currentState.vaoId;             // lines.id, trangles.id, quads.id?
-    draws[drawsCounter].textureId = currentState.textureId;     // whiteTexture?
-    draws[drawsCounter].shaderId = currentState.shaderId;       // defaultShader.id
-    draws[drawsCounter].projection = projection;
-    draws[drawsCounter].modelview = modelview;
-    draws[drawsCounter].vertexCount = currentState.vertexCount;
-
-    drawsCounter++;
-#endif
-}
-*/
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Shaders Functions
-// NOTE: Those functions are exposed directly to the user in raylib.h
-//----------------------------------------------------------------------------------
-
-// Get default internal texture (white texture)
-Texture2D GetTextureDefault(void)
-{
-    Texture2D texture;
-
-    texture.id = whiteTexture;
-    texture.width = 1;
-    texture.height = 1;
-    texture.mipmaps = 1;
-    texture.format = UNCOMPRESSED_R8G8B8A8;
-
-    return texture;
-}
-
-// Get default shader
-Shader GetShaderDefault(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    return defaultShader;
-#else
-    Shader shader = { 0 };
-    return shader;
-#endif
-}
-
-// Load text data from file
-// NOTE: text chars array should be freed manually
-char *LoadText(const char *fileName)
-{
-    FILE *textFile;
-    char *text = NULL;
-
-    int count = 0;
-
-    if (fileName != NULL)
-    {
-        textFile = fopen(fileName,"rt");
-
-        if (textFile != NULL)
-        {
-            fseek(textFile, 0, SEEK_END);
-            count = ftell(textFile);
-            rewind(textFile);
-
-            if (count > 0)
-            {
-                text = (char *)malloc(sizeof(char)*(count + 1));
-                count = fread(text, sizeof(char), count, textFile);
-                text[count] = '\0';
-            }
-
-            fclose(textFile);
-        }
-        else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
-    }
-
-    return text;
-}
-
-// Load shader from files and bind default locations
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShader(const char *vsFileName, const char *fsFileName)
-{
-    Shader shader = { 0 };
-
-    char *vShaderStr = NULL;
-    char *fShaderStr = NULL;
-
-    if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
-    if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
-
-    shader = LoadShaderCode(vShaderStr, fShaderStr);
-
-    if (vShaderStr != NULL) free(vShaderStr);
-    if (fShaderStr != NULL) free(fShaderStr);
-
-    return shader;
-}
-
-// Load shader from code strings
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShaderCode(char *vsCode, char *fsCode)
-{
-    Shader shader = { 0 };
-
-    // NOTE: All locations must be reseted to -1 (no location)
-    for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    unsigned int vertexShaderId = defaultVShaderId;
-    unsigned int fragmentShaderId = defaultFShaderId;
-
-    if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
-    if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
-
-    if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
-    else
-    {
-        shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
-
-        if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
-        if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
-
-        if (shader.id == 0)
-        {
-            TraceLog(LOG_WARNING, "Custom shader could not be loaded");
-            shader = defaultShader;
-        }
-
-        // After shader loading, we TRY to set default location names
-        if (shader.id > 0) SetShaderDefaultLocations(&shader);
-    }
-
-    // Get available shader uniforms
-    // NOTE: This information is useful for debug...
-    int uniformCount = -1;
-
-    glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
-
-    for(int i = 0; i < uniformCount; i++)
-    {
-        int namelen = -1;
-        int num = -1;
-        char name[256]; // Assume no variable names longer than 256
-        GLenum type = GL_ZERO;
-
-        // Get the name of the uniforms
-        glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
-
-        name[namelen] = 0;
-
-        // Get the location of the named uniform
-        GLuint location = glGetUniformLocation(shader.id, name);
-
-        TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
-    }
-#endif
-
-    return shader;
-}
-
-// Unload shader from GPU memory (VRAM)
-void UnloadShader(Shader shader)
-{
-    if (shader.id > 0)
-    {
-        rlDeleteShader(shader.id);
-        TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
-    }
-}
-
-// Begin custom shader mode
-void BeginShaderMode(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (currentShader.id != shader.id)
-    {
-        rlglDraw();
-        currentShader = shader;
-    }
-#endif
-}
-
-// End custom shader mode (returns to default shader)
-void EndShaderMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    BeginShaderMode(defaultShader);
-#endif
-}
-
-// Get shader uniform location
-int GetShaderLocation(Shader shader, const char *uniformName)
-{
-    int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    location = glGetUniformLocation(shader.id, uniformName);
-
-    if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
-    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
-#endif
-    return location;
-}
-
-// Set shader uniform value (float)
-void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glUseProgram(shader.id);
-
-    if (size == 1) glUniform1fv(uniformLoc, 1, value);          // Shader uniform type: float
-    else if (size == 2) glUniform2fv(uniformLoc, 1, value);     // Shader uniform type: vec2
-    else if (size == 3) glUniform3fv(uniformLoc, 1, value);     // Shader uniform type: vec3
-    else if (size == 4) glUniform4fv(uniformLoc, 1, value);     // Shader uniform type: vec4
-    else TraceLog(LOG_WARNING, "Shader value float array size not supported");
-
-    //glUseProgram(0);      // Avoid reseting current shader program, in case other uniforms are set
-#endif
-}
-
-// Set shader uniform value (int)
-void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glUseProgram(shader.id);
-
-    if (size == 1) glUniform1iv(uniformLoc, 1, value);          // Shader uniform type: int
-    else if (size == 2) glUniform2iv(uniformLoc, 1, value);     // Shader uniform type: ivec2
-    else if (size == 3) glUniform3iv(uniformLoc, 1, value);     // Shader uniform type: ivec3
-    else if (size == 4) glUniform4iv(uniformLoc, 1, value);     // Shader uniform type: ivec4
-    else TraceLog(LOG_WARNING, "Shader value int array size not supported");
-
-    //glUseProgram(0);
-#endif
-}
-
-// Set shader uniform value (matrix 4x4)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glUseProgram(shader.id);
-
-    glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
-
-    //glUseProgram(0);
-#endif
-}
-
-// Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixProjection(Matrix proj)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    projection = proj;
-#endif
-}
-
-// Set a custom modelview matrix (replaces internal modelview matrix)
-void SetMatrixModelview(Matrix view)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    modelview = view;
-#endif
-}
-
-// Return internal modelview matrix
-Matrix GetMatrixModelview()
-{
-    Matrix matrix = MatrixIdentity();
-#if defined(GRAPHICS_API_OPENGL_11)
-    float mat[16];
-    glGetFloatv(GL_MODELVIEW_MATRIX, mat);
-#else
-    matrix = modelview;
-#endif
-    return matrix;
-}
-
-// Generate cubemap texture from HDR texture
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
-{
-    Texture2D cubemap = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
-    // Other locations should be setup externally in shader before calling the function
-
-    // Set up depth face culling and cubemap seamless
-    glDisable(GL_CULL_FACE);
-#if defined(GRAPHICS_API_OPENGL_33)
-    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);     // Flag not supported on OpenGL ES 2.0
-#endif
-
-
-    // Setup framebuffer
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
-    // Set up cubemap to render and attach to framebuffer
-    // NOTE: faces are stored with 16 bit floating point values
-    glGenTextures(1, &cubemap.id);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-    for (unsigned int i = 0; i < 6; i++)
-        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#if defined(GRAPHICS_API_OPENGL_33)
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);  // Flag not supported on OpenGL ES 2.0
-#endif
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-    // Create projection (transposed) and different views for each face
-    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
-    //MatrixTranspose(&fboProjection);
-    Matrix fboViews[6] = {
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
-    };
-
-    // Convert HDR equirectangular environment map to cubemap equivalent
-    glUseProgram(shader.id);
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_2D, skyHDR.id);
-    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
-    // Note: don't forget to configure the viewport to the capture dimensions
-    glViewport(0, 0, size, size);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
-    for (unsigned int i = 0; i < 6; i++)
-    {
-        SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
-        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
-        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-        GenDrawCube();
-    }
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-    //glEnable(GL_CULL_FACE);
-
-    cubemap.width = size;
-    cubemap.height = size;
-#endif
-    return cubemap;
-}
-
-// Generate irradiance texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
-{
-    Texture2D irradiance = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
-    // Other locations should be setup externally in shader before calling the function
-
-    // Setup framebuffer
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
-    // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
-    glGenTextures(1, &irradiance.id);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
-    for (unsigned int i = 0; i < 6; i++)
-        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-    // Create projection (transposed) and different views for each face
-    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
-    //MatrixTranspose(&fboProjection);
-    Matrix fboViews[6] = {
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
-    };
-
-    // Solve diffuse integral by convolution to create an irradiance cubemap
-    glUseProgram(shader.id);
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
-    // Note: don't forget to configure the viewport to the capture dimensions
-    glViewport(0, 0, size, size);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
-    for (unsigned int i = 0; i < 6; i++)
-    {
-        SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
-        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
-        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-        GenDrawCube();
-    }
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-
-    irradiance.width = size;
-    irradiance.height = size;
-#endif
-    return irradiance;
-}
-
-// Generate prefilter texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
-{
-    Texture2D prefilter = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
-    // Other locations should be setup externally in shader before calling the function
-    // TODO: Locations should be taken out of this function... too shader dependant...
-    int roughnessLoc = GetShaderLocation(shader, "roughness");
-
-    // Setup framebuffer
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
-    // Create a prefiltered HDR environment map
-    glGenTextures(1, &prefilter.id);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
-    for (unsigned int i = 0; i < 6; i++)
-        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-    // Generate mipmaps for the prefiltered HDR texture
-    glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-
-    // Create projection (transposed) and different views for each face
-    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
-    //MatrixTranspose(&fboProjection);
-    Matrix fboViews[6] = {
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
-    };
-
-    // Prefilter HDR and store data into mipmap levels
-    glUseProgram(shader.id);
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
-    #define MAX_MIPMAP_LEVELS   5   // Max number of prefilter texture mipmaps
-
-    for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
-    {
-        // Resize framebuffer according to mip-level size.
-        unsigned int mipWidth  = size*powf(0.5f, mip);
-        unsigned int mipHeight = size*powf(0.5f, mip);
-
-        glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
-        glViewport(0, 0, mipWidth, mipHeight);
-
-        float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
-        glUniform1f(roughnessLoc, roughness);
-
-        for (unsigned int i = 0; i < 6; ++i)
-        {
-            SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
-            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
-            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-            GenDrawCube();
-        }
-    }
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-
-    prefilter.width = size;
-    prefilter.height = size;
-#endif
-    return prefilter;
-}
-
-// Generate BRDF texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
-{
-    Texture2D brdf = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
-    // Generate BRDF convolution texture
-    glGenTextures(1, &brdf.id);
-    glBindTexture(GL_TEXTURE_2D, brdf.id);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-    // Render BRDF LUT into a quad using FBO
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
-
-    glViewport(0, 0, size, size);
-    glUseProgram(shader.id);
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-    GenDrawQuad();
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-
-    brdf.width = size;
-    brdf.height = size;
-#endif
-    return brdf;
-}
-
-// Begin blending mode (alpha, additive, multiplied)
-// NOTE: Only 3 blending modes supported, default blend mode is alpha
-void BeginBlendMode(int mode)
-{
-    if ((blendMode != mode) && (mode < 3))
-    {
-        rlglDraw();
-
-        switch (mode)
-        {
-            case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
-            case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
-            case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
-            default: break;
-        }
-
-        blendMode = mode;
-    }
-}
-
-// End blending mode (reset to default: alpha blending)
-void EndBlendMode(void)
-{
-    BeginBlendMode(BLEND_ALPHA);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Get VR device information for some standard devices
-VrDeviceInfo GetVrDeviceInfo(int vrDeviceType)
-{
-    VrDeviceInfo hmd = { 0 };                // Current VR device info
-
-    switch (vrDeviceType)
-    {
-        case HMD_DEFAULT_DEVICE:
-        case HMD_OCULUS_RIFT_CV1:
-        {
-            // Oculus Rift CV1 parameters
-            // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
-            // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
-            // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
-            // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
-            // but result is not the same obtained with Oculus PC SDK.
-            hmd.hResolution = 2160;                 // HMD horizontal resolution in pixels
-            hmd.vResolution = 1200;                 // HMD vertical resolution in pixels
-            hmd.hScreenSize = 0.133793f;            // HMD horizontal size in meters
-            hmd.vScreenSize = 0.0669f;              // HMD vertical size in meters
-            hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
-            hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
-            hmd.lensSeparationDistance = 0.07f;     // HMD lens separation distance in meters
-            hmd.interpupillaryDistance = 0.07f;     // HMD IPD (distance between pupils) in meters
-            hmd.lensDistortionValues[0] = 1.0f;     // HMD lens distortion constant parameter 0
-            hmd.lensDistortionValues[1] = 0.22f;    // HMD lens distortion constant parameter 1
-            hmd.lensDistortionValues[2] = 0.24f;    // HMD lens distortion constant parameter 2
-            hmd.lensDistortionValues[3] = 0.0f;     // HMD lens distortion constant parameter 3
-            hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
-            hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
-            hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
-            hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
-
-            TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
-        } break;
-        case HMD_OCULUS_RIFT_DK2:
-        {
-            // Oculus Rift DK2 parameters
-            hmd.hResolution = 1280;                 // HMD horizontal resolution in pixels
-            hmd.vResolution = 800;                  // HMD vertical resolution in pixels
-            hmd.hScreenSize = 0.14976f;             // HMD horizontal size in meters
-            hmd.vScreenSize = 0.09356f;             // HMD vertical size in meters
-            hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
-            hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
-            hmd.lensSeparationDistance = 0.0635f;   // HMD lens separation distance in meters
-            hmd.interpupillaryDistance = 0.064f;    // HMD IPD (distance between pupils) in meters
-            hmd.lensDistortionValues[0] = 1.0f;     // HMD lens distortion constant parameter 0
-            hmd.lensDistortionValues[1] = 0.22f;    // HMD lens distortion constant parameter 1
-            hmd.lensDistortionValues[2] = 0.24f;    // HMD lens distortion constant parameter 2
-            hmd.lensDistortionValues[3] = 0.0f;     // HMD lens distortion constant parameter 3
-            hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
-            hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
-            hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
-            hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
-
-            TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
-        } break;
-        case HMD_OCULUS_GO:
-        {
-            // TODO: Provide device display and lens parameters
-        }
-        case HMD_VALVE_HTC_VIVE:
-        {
-            // TODO: Provide device display and lens parameters
-        }
-        case HMD_SONY_PSVR:
-        {
-            // TODO: Provide device display and lens parameters
-        }
-        default: break;
-    }
-
-    return hmd;
-}
-
-// Init VR simulator for selected device parameters
-// NOTE: It modifies the global variable: VrStereoConfig vrConfig
-void InitVrSimulator(VrDeviceInfo info)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Initialize framebuffer and textures for stereo rendering
-    // NOTE: Screen size should match HMD aspect ratio
-    vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
-
-#if defined(SUPPORT_DISTORTION_SHADER)
-    // Load distortion shader
-    unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER);
-    unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER);
-
-    vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
-    if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
-#endif
-
-    // Set VR configutarion parameters, including distortion shader
-    SetStereoConfig(info);
-
-    vrSimulatorReady = true;
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
-#endif
-}
-
-// Close VR simulator for current device
-void CloseVrSimulator(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vrSimulatorReady)
-    {
-        rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
-        #if defined(SUPPORT_DISTORTION_SHADER)
-        UnloadShader(vrConfig.distortionShader);    // Unload distortion shader
-        #endif
-    }
-#endif
-}
-
-// Detect if VR simulator is running
-bool IsVrSimulatorReady(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    return vrSimulatorReady;
-#else
-    return false;
-#endif
-}
-
-// Set VR distortion shader for stereoscopic rendering
-// TODO: Review VR system to be more flexible, move distortion shader to user side
-void SetVrDistortionShader(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    vrConfig.distortionShader = shader;
-
-    //SetStereoConfig(info);  // TODO: Must be reviewed to set new distortion shader uniform values...
-#endif
-}
-
-// Enable/Disable VR experience (device or simulator)
-void ToggleVrMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    vrSimulatorReady = !vrSimulatorReady;
-
-    if (!vrSimulatorReady)
-    {
-        vrStereoRender = false;
-
-        // Reset viewport and default projection-modelview matrices
-        rlViewport(0, 0, screenWidth, screenHeight);
-        projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
-        modelview = MatrixIdentity();
-    }
-    else vrStereoRender = true;
-#endif
-}
-
-// Update VR tracking (position and orientation) and camera
-// NOTE: Camera (position, target, up) gets update with head tracking information
-void UpdateVrTracking(Camera *camera)
-{
-    // TODO: Simulate 1st person camera system
-}
-
-// Begin Oculus drawing configuration
-void BeginVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vrSimulatorReady)
-    {
-        // Setup framebuffer for stereo rendering
-        rlEnableRenderTexture(vrConfig.stereoFbo.id);
-
-        // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
-        // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
-        //     - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
-        //     - Do NOT enable GL_FRAMEBUFFER_SRGB
-        //glEnable(GL_FRAMEBUFFER_SRGB);
-
-        //glViewport(0, 0, buffer.width, buffer.height);        // Useful if rendering to separate framebuffers (every eye)
-        rlClearScreenBuffers();             // Clear current framebuffer(s)
-
-        vrStereoRender = true;
-    }
-#endif
-}
-
-// End Oculus drawing process (and desktop mirror)
-void EndVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vrSimulatorReady)
-    {
-        vrStereoRender = false;         // Disable stereo render
-
-        rlDisableRenderTexture();       // Unbind current framebuffer
-
-        rlClearScreenBuffers();         // Clear current framebuffer
-
-        // Set viewport to default framebuffer size (screen size)
-        rlViewport(0, 0, screenWidth, screenHeight);
-
-        // Let rlgl reconfigure internal matrices
-        rlMatrixMode(RL_PROJECTION);                            // Enable internal projection matrix
-        rlLoadIdentity();                                       // Reset internal projection matrix
-        rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
-        rlMatrixMode(RL_MODELVIEW);                             // Enable internal modelview matrix
-        rlLoadIdentity();                                       // Reset internal modelview matrix
-
-#if defined(SUPPORT_DISTORTION_SHADER)
-        // Draw RenderTexture (stereoFbo) using distortion shader
-        currentShader = vrConfig.distortionShader;
-#else
-        currentShader = GetShaderDefault();
-#endif
-
-        rlEnableTexture(vrConfig.stereoFbo.texture.id);
-
-        rlPushMatrix();
-            rlBegin(RL_QUADS);
-                rlColor4ub(255, 255, 255, 255);
-                rlNormal3f(0.0f, 0.0f, 1.0f);
-
-                // Bottom-left corner for texture and quad
-                rlTexCoord2f(0.0f, 1.0f);
-                rlVertex2f(0.0f, 0.0f);
-
-                // Bottom-right corner for texture and quad
-                rlTexCoord2f(0.0f, 0.0f);
-                rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
-
-                // Top-right corner for texture and quad
-                rlTexCoord2f(1.0f, 0.0f);
-                rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
-
-                // Top-left corner for texture and quad
-                rlTexCoord2f(1.0f, 1.0f);
-                rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
-            rlEnd();
-        rlPopMatrix();
-
-        rlDisableTexture();
-
-        // Update and draw render texture fbo with distortion to backbuffer
-        UpdateBuffersDefault();
-        DrawBuffersDefault();
-
-        // Restore defaultShader
-        currentShader = defaultShader;
-
-        // Reset viewport and default projection-modelview matrices
-        rlViewport(0, 0, screenWidth, screenHeight);
-        projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
-        modelview = MatrixIdentity();
-
-        rlDisableDepthTest();
-    }
-#endif
-}
-#endif          // SUPPORT_VR_SIMULATOR
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Compile custom shader and return shader id
-static unsigned int CompileShader(const char *shaderStr, int type)
-{
-    unsigned int shader = glCreateShader(type);
-    glShaderSource(shader, 1, &shaderStr, NULL);
-
-    GLint success = 0;
-    glCompileShader(shader);
-    glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-
-    if (success != GL_TRUE)
-    {
-        TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
-        int maxLength = 0;
-        int length;
-        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#if defined(_MSC_VER)
-        char *log = malloc(maxLength);
-#else
-        char log[maxLength];
-#endif
-        glGetShaderInfoLog(shader, maxLength, &length, log);
-
-        TraceLog(LOG_INFO, "%s", log);
-
-#if defined(_MSC_VER)
-        free(log);
-#endif
-    }
-    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
-
-    return shader;
-}
-
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
-{
-    unsigned int program = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-    GLint success = 0;
-    program = glCreateProgram();
-
-    glAttachShader(program, vShaderId);
-    glAttachShader(program, fShaderId);
-
-    // NOTE: Default attribute shader locations must be binded before linking
-    glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
-    glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
-    glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
-    glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
-    glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
-    glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
-
-    // NOTE: If some attrib name is no found on the shader, it locations becomes -1
-
-    glLinkProgram(program);
-
-    // NOTE: All uniform variables are intitialised to 0 when a program links
-
-    glGetProgramiv(program, GL_LINK_STATUS, &success);
-
-    if (success == GL_FALSE)
-    {
-        TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
-
-        int maxLength = 0;
-        int length;
-
-        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
-#ifdef _MSC_VER
-        char *log = malloc(maxLength);
-#else
-        char log[maxLength];
-#endif
-        glGetProgramInfoLog(program, maxLength, &length, log);
-
-        TraceLog(LOG_INFO, "%s", log);
-
-#ifdef _MSC_VER
-        free(log);
-#endif
-        glDeleteProgram(program);
-
-        program = 0;
-    }
-    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-#endif
-    return program;
-}
-
-
-// Load default shader (just vertex positioning and texture coloring)
-// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
-static Shader LoadShaderDefault(void)
-{
-    Shader shader = { 0 };
-
-    // NOTE: All locations must be reseted to -1 (no location)
-    for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
-    // Vertex shader directly defined, no external file required
-    char defaultVShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-    "#version 120                       \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    "#version 100                       \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-    "attribute vec3 vertexPosition;     \n"
-    "attribute vec2 vertexTexCoord;     \n"
-    "attribute vec4 vertexColor;        \n"
-    "varying vec2 fragTexCoord;         \n"
-    "varying vec4 fragColor;            \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-    "#version 330                       \n"
-    "in vec3 vertexPosition;            \n"
-    "in vec2 vertexTexCoord;            \n"
-    "in vec4 vertexColor;               \n"
-    "out vec2 fragTexCoord;             \n"
-    "out vec4 fragColor;                \n"
-#endif
-    "uniform mat4 mvp;                  \n"
-    "void main()                        \n"
-    "{                                  \n"
-    "    fragTexCoord = vertexTexCoord; \n"
-    "    fragColor = vertexColor;       \n"
-    "    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
-    "}                                  \n";
-
-    // Fragment shader directly defined, no external file required
-    char defaultFShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-    "#version 120                       \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    "#version 100                       \n"
-    "precision mediump float;           \n"     // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-    "varying vec2 fragTexCoord;         \n"
-    "varying vec4 fragColor;            \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-    "#version 330       \n"
-    "in vec2 fragTexCoord;              \n"
-    "in vec4 fragColor;                 \n"
-    "out vec4 finalColor;               \n"
-#endif
-    "uniform sampler2D texture0;        \n"
-    "uniform vec4 colDiffuse;           \n"
-    "void main()                        \n"
-    "{                                  \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
-    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
-    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
-#endif
-    "}                                  \n";
-
-    // NOTE: Compiled vertex/fragment shaders are kept for re-use
-    defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER);     // Compile default vertex shader
-    defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER);   // Compile default fragment shader
-
-    shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
-
-    if (shader.id > 0)
-    {
-        TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
-
-        // Set default shader locations: attributes locations
-        shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
-        shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
-        shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
-
-        // Set default shader locations: uniform locations
-        shader.locs[LOC_MATRIX_MVP]  = glGetUniformLocation(shader.id, "mvp");
-        shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
-        shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
-
-        // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
-        // changed for external custom shaders, we just use direct bindings above
-        //SetShaderDefaultLocations(&shader);
-    }
-    else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
-
-    return shader;
-}
-
-// Get location handlers to for shader attributes and uniforms
-// NOTE: If any location is not found, loc point becomes -1
-static void SetShaderDefaultLocations(Shader *shader)
-{
-    // NOTE: Default shader attrib locations have been fixed before linking:
-    //          vertex position location    = 0
-    //          vertex texcoord location    = 1
-    //          vertex normal location      = 2
-    //          vertex color location       = 3
-    //          vertex tangent location     = 4
-    //          vertex texcoord2 location   = 5
-
-    // Get handles to GLSL input attibute locations
-    shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
-    shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
-    shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
-    shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
-    shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
-    shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
-
-    // Get handles to GLSL uniform locations (vertex shader)
-    shader->locs[LOC_MATRIX_MVP]  = glGetUniformLocation(shader->id, "mvp");
-    shader->locs[LOC_MATRIX_PROJECTION]  = glGetUniformLocation(shader->id, "projection");
-    shader->locs[LOC_MATRIX_VIEW]  = glGetUniformLocation(shader->id, "view");
-
-    // Get handles to GLSL uniform locations (fragment shader)
-    shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
-    shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
-    shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
-    shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
-}
-
-// Unload default shader
-static void UnloadShaderDefault(void)
-{
-    glUseProgram(0);
-
-    glDetachShader(defaultShader.id, defaultVShaderId);
-    glDetachShader(defaultShader.id, defaultFShaderId);
-    glDeleteShader(defaultVShaderId);
-    glDeleteShader(defaultFShaderId);
-
-    glDeleteProgram(defaultShader.id);
-}
-
-// Load default internal buffers (lines, triangles, quads)
-static void LoadBuffersDefault(void)
-{
-    // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-    //--------------------------------------------------------------------------------------------
-
-    // Lines - Initialize arrays (vertex position and color data)
-    lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH);        // 3 float by vertex, 2 vertex by line
-    lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH);  // 4 float by color, 2 colors by line
-    lines.texcoords = NULL;
-    lines.indices = NULL;
-
-    for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
-    for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
-
-    lines.vCounter = 0;
-    lines.cCounter = 0;
-    lines.tcCounter = 0;
-
-    // Triangles - Initialize arrays (vertex position and color data)
-    triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH);        // 3 float by vertex, 3 vertex by triangle
-    triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH);  // 4 float by color, 3 colors by triangle
-    triangles.texcoords = NULL;
-    triangles.indices = NULL;
-
-    for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
-    for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
-
-    triangles.vCounter = 0;
-    triangles.cCounter = 0;
-    triangles.tcCounter = 0;
-
-    // Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
-    quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH);        // 3 float by vertex, 4 vertex by quad
-    quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH);       // 2 float by texcoord, 4 texcoord by quad
-    quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH);  // 4 float by color, 4 colors by quad
-#if defined(GRAPHICS_API_OPENGL_33)
-    quads.indices = (unsigned int *)malloc(sizeof(unsigned int)*6*MAX_QUADS_BATCH);      // 6 int by quad (indices)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    quads.indices = (unsigned short *)malloc(sizeof(unsigned short)*6*MAX_QUADS_BATCH);  // 6 int by quad (indices)
-#endif
-
-    for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
-    for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
-    for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
-
-    int k = 0;
-
-    // Indices can be initialized right now
-    for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
-    {
-        quads.indices[i] = 4*k;
-        quads.indices[i+1] = 4*k+1;
-        quads.indices[i+2] = 4*k+2;
-        quads.indices[i+3] = 4*k;
-        quads.indices[i+4] = 4*k+2;
-        quads.indices[i+5] = 4*k+3;
-
-        k++;
-    }
-
-    quads.vCounter = 0;
-    quads.tcCounter = 0;
-    quads.cCounter = 0;
-
-    TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
-    //--------------------------------------------------------------------------------------------
-
-    // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
-    // NOTE: Default buffers are linked to use currentShader (defaultShader)
-    //--------------------------------------------------------------------------------------------
-
-    // Upload and link lines vertex buffers
-    if (vaoSupported)
-    {
-        // Initialize Lines VAO
-        glGenVertexArrays(1, &lines.vaoId);
-        glBindVertexArray(lines.vaoId);
-    }
-
-    // Lines - Vertex buffers binding and attributes enable
-    // Vertex position buffer (shader-location = 0)
-    glGenBuffers(2, &lines.vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
-    // Vertex color buffer (shader-location = 3)
-    glGenBuffers(2, &lines.vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
-    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
-    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
-
-    // Upload and link triangles vertex buffers
-    if (vaoSupported)
-    {
-        // Initialize Triangles VAO
-        glGenVertexArrays(1, &triangles.vaoId);
-        glBindVertexArray(triangles.vaoId);
-    }
-
-    // Triangles - Vertex buffers binding and attributes enable
-    // Vertex position buffer (shader-location = 0)
-    glGenBuffers(1, &triangles.vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
-    // Vertex color buffer (shader-location = 3)
-    glGenBuffers(1, &triangles.vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
-    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
-    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
-
-    // Upload and link quads vertex buffers
-    if (vaoSupported)
-    {
-        // Initialize Quads VAO
-        glGenVertexArrays(1, &quads.vaoId);
-        glBindVertexArray(quads.vaoId);
-    }
-
-    // Quads - Vertex buffers binding and attributes enable
-    // Vertex position buffer (shader-location = 0)
-    glGenBuffers(1, &quads.vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
-    // Vertex texcoord buffer (shader-location = 1)
-    glGenBuffers(1, &quads.vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-
-    // Vertex color buffer (shader-location = 3)
-    glGenBuffers(1, &quads.vboId[2]);
-    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
-    // Fill index buffer
-    glGenBuffers(1, &quads.vboId[3]);
-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
-#if defined(GRAPHICS_API_OPENGL_33)
-    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
-#endif
-
-    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
-    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
-
-    // Unbind the current VAO
-    if (vaoSupported) glBindVertexArray(0);
-    //--------------------------------------------------------------------------------------------
-}
-
-// Update default internal buffers (VAOs/VBOs) with vertex array data
-// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
-// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
-static void UpdateBuffersDefault(void)
-{
-    // Update lines vertex buffers
-    if (lines.vCounter > 0)
-    {
-        // Activate Lines VAO
-        if (vaoSupported) glBindVertexArray(lines.vaoId);
-
-        // Lines - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices);    // target - offset (in bytes) - size (in bytes) - data pointer
-
-        // Lines - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
-    }
-
-    // Update triangles vertex buffers
-    if (triangles.vCounter > 0)
-    {
-        // Activate Triangles VAO
-        if (vaoSupported) glBindVertexArray(triangles.vaoId);
-
-        // Triangles - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
-
-        // Triangles - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
-    }
-
-    // Update quads vertex buffers
-    if (quads.vCounter > 0)
-    {
-        // Activate Quads VAO
-        if (vaoSupported) glBindVertexArray(quads.vaoId);
-
-        // Quads - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
-
-        // Quads - texture coordinates buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
-
-        // Quads - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
-
-        // Another option would be using buffer mapping...
-        //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
-        // Now we can modify vertices
-        //glUnmapBuffer(GL_ARRAY_BUFFER);
-    }
-    //--------------------------------------------------------------
-
-    // Unbind the current VAO
-    if (vaoSupported) glBindVertexArray(0);
-}
-
-// Draw default internal buffers vertex data
-// NOTE: We draw in this order: lines, triangles, quads
-static void DrawBuffersDefault(void)
-{
-    Matrix matProjection = projection;
-    Matrix matModelView = modelview;
-
-    int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
-    if (vrStereoRender) eyesCount = 2;
-#endif
-
-    for (int eye = 0; eye < eyesCount; eye++)
-    {
-        #if defined(SUPPORT_VR_SIMULATOR)
-        if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
-        #endif
-
-        // Set current shader and upload current MVP matrix
-        if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
-        {
-            glUseProgram(currentShader.id);
-
-            // Create modelview-projection matrix
-            Matrix matMVP = MatrixMultiply(modelview, projection);
-
-            glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-            glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
-            glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
-
-            // NOTE: Additional map textures not considered for default buffers drawing
-        }
-
-        // Draw lines buffers
-        if (lines.vCounter > 0)
-        {
-            glActiveTexture(GL_TEXTURE0);
-            glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
-            if (vaoSupported)
-            {
-                glBindVertexArray(lines.vaoId);
-            }
-            else
-            {
-                // Bind vertex attrib: position (shader-location = 0)
-                glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
-                // Bind vertex attrib: color (shader-location = 3)
-                glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-            }
-
-            glDrawArrays(GL_LINES, 0, lines.vCounter);
-
-            if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
-            glBindTexture(GL_TEXTURE_2D, 0);
-        }
-
-        // Draw triangles buffers
-        if (triangles.vCounter > 0)
-        {
-            glActiveTexture(GL_TEXTURE0);
-            glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
-            if (vaoSupported)
-            {
-                glBindVertexArray(triangles.vaoId);
-            }
-            else
-            {
-                // Bind vertex attrib: position (shader-location = 0)
-                glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
-                // Bind vertex attrib: color (shader-location = 3)
-                glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-            }
-
-            glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
-
-            if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
-            glBindTexture(GL_TEXTURE_2D, 0);
-        }
-
-        // Draw quads buffers
-        if (quads.vCounter > 0)
-        {
-            int quadsCount = 0;
-            int numIndicesToProcess = 0;
-            int indicesOffset = 0;
-
-            if (vaoSupported)
-            {
-                glBindVertexArray(quads.vaoId);
-            }
-            else
-            {
-                // Bind vertex attrib: position (shader-location = 0)
-                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
-                // Bind vertex attrib: texcoord (shader-location = 1)
-                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
-
-                // Bind vertex attrib: color (shader-location = 3)
-                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-
-                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
-            }
-
-            //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter);
-
-            for (int i = 0; i < drawsCounter; i++)
-            {
-                quadsCount = draws[i].vertexCount/4;
-                numIndicesToProcess = quadsCount*6;  // Get number of Quads*6 index by Quad
-
-                //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
-
-                glActiveTexture(GL_TEXTURE0);
-                glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
-
-                // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
-    #if defined(GRAPHICS_API_OPENGL_33)
-                glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
-    #elif defined(GRAPHICS_API_OPENGL_ES2)
-                glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
-    #endif
-                //GLenum err;
-                //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err);    //GL_INVALID_ENUM!
-
-                indicesOffset += draws[i].vertexCount/4*6;
-            }
-
-            if (!vaoSupported)
-            {
-                glBindBuffer(GL_ARRAY_BUFFER, 0);
-                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-            }
-
-            glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
-        }
-
-        if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
-        glUseProgram(0);    // Unbind shader program
-    }
-
-    // Reset draws counter
-    drawsCounter = 1;
-    draws[0].textureId = whiteTexture;
-    draws[0].vertexCount = 0;
-
-    // Reset vertex counters for next frame
-    lines.vCounter = 0;
-    lines.cCounter = 0;
-    triangles.vCounter = 0;
-    triangles.cCounter = 0;
-    quads.vCounter = 0;
-    quads.tcCounter = 0;
-    quads.cCounter = 0;
-
-    // Reset depth for next draw
-    currentDepth = -1.0f;
-
-    // Restore projection/modelview matrices
-    projection = matProjection;
-    modelview = matModelView;
-}
-
-// Unload default internal buffers vertex data from CPU and GPU
-static void UnloadBuffersDefault(void)
-{
-    // Unbind everything
-    if (vaoSupported) glBindVertexArray(0);
-    glDisableVertexAttribArray(0);
-    glDisableVertexAttribArray(1);
-    glDisableVertexAttribArray(2);
-    glDisableVertexAttribArray(3);
-    glBindBuffer(GL_ARRAY_BUFFER, 0);
-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
-    // Delete VBOs from GPU (VRAM)
-    glDeleteBuffers(1, &lines.vboId[0]);
-    glDeleteBuffers(1, &lines.vboId[1]);
-    glDeleteBuffers(1, &triangles.vboId[0]);
-    glDeleteBuffers(1, &triangles.vboId[1]);
-    glDeleteBuffers(1, &quads.vboId[0]);
-    glDeleteBuffers(1, &quads.vboId[1]);
-    glDeleteBuffers(1, &quads.vboId[2]);
-    glDeleteBuffers(1, &quads.vboId[3]);
-
-    if (vaoSupported)
-    {
-        // Delete VAOs from GPU (VRAM)
-        glDeleteVertexArrays(1, &lines.vaoId);
-        glDeleteVertexArrays(1, &triangles.vaoId);
-        glDeleteVertexArrays(1, &quads.vaoId);
-    }
-
-    // Free vertex arrays memory from CPU (RAM)
-    free(lines.vertices);
-    free(lines.colors);
-
-    free(triangles.vertices);
-    free(triangles.colors);
-
-    free(quads.vertices);
-    free(quads.texcoords);
-    free(quads.colors);
-    free(quads.indices);
-}
-
-// Renders a 1x1 XY quad in NDC
-static void GenDrawQuad(void)
-{
-    unsigned int quadVAO = 0;
-    unsigned int quadVBO = 0;
-
-    float vertices[] = {
-        // Positions        // Texture Coords
-        -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-        -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-        1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-        1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-    };
-
-    // Set up plane VAO
-    glGenVertexArrays(1, &quadVAO);
-    glGenBuffers(1, &quadVBO);
-    glBindVertexArray(quadVAO);
-
-    // Fill buffer
-    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
-
-    // Link vertex attributes
-    glEnableVertexAttribArray(0);
-    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
-    glEnableVertexAttribArray(1);
-    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
-
-    // Draw quad
-    glBindVertexArray(quadVAO);
-    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-    glBindVertexArray(0);
-
-    glDeleteBuffers(1, &quadVBO);
-    glDeleteVertexArrays(1, &quadVAO);
-}
-
-// Renders a 1x1 3D cube in NDC
-static void GenDrawCube(void)
-{
-    unsigned int cubeVAO = 0;
-    unsigned int cubeVBO = 0;
-
-    float vertices[] = {
-        -1.0f, -1.0f, -1.0f,  0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-        1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-        1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
-        1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-        -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-        -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-        -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-        1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
-        1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-        1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-        -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-        -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-        -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-        -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-        -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-        -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-        -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-        -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-        1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-        1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-        1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-        1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-        1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-        1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-        -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-        1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
-        1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-        1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-        -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-        -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-        -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-        1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-        1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-        1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-        -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-        -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
-    };
-
-    // Set up cube VAO
-    glGenVertexArrays(1, &cubeVAO);
-    glGenBuffers(1, &cubeVBO);
-
-    // Fill buffer
-    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
-    // Link vertex attributes
-    glBindVertexArray(cubeVAO);
-    glEnableVertexAttribArray(0);
-    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
-    glEnableVertexAttribArray(1);
-    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
-    glEnableVertexAttribArray(2);
-    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
-    glBindBuffer(GL_ARRAY_BUFFER, 0);
-    glBindVertexArray(0);
-
-    // Draw cube
-    glBindVertexArray(cubeVAO);
-    glDrawArrays(GL_TRIANGLES, 0, 36);
-    glBindVertexArray(0);
-
-    glDeleteBuffers(1, &cubeVBO);
-    glDeleteVertexArrays(1, &cubeVAO);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Configure stereo rendering (including distortion shader) with HMD device parameters
-// NOTE: It modifies the global variable: VrStereoConfig vrConfig
-static void SetStereoConfig(VrDeviceInfo hmd)
-{
-    // Compute aspect ratio
-    float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
-
-    // Compute lens parameters
-    float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
-    float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
-    float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
-    float leftScreenCenter[2] = { 0.25f, 0.5f };
-    float rightScreenCenter[2] = { 0.75f, 0.5f };
-
-    // Compute distortion scale parameters
-    // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
-    float lensRadius = fabs(-1.0f - 4.0f*lensShift);
-    float lensRadiusSq = lensRadius*lensRadius;
-    float distortionScale = hmd.lensDistortionValues[0] +
-                            hmd.lensDistortionValues[1]*lensRadiusSq +
-                            hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
-                            hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
-
-    TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
-
-    float normScreenWidth = 0.5f;
-    float normScreenHeight = 1.0f;
-    float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
-    float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
-
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
-
-#if defined(SUPPORT_DISTORTION_SHADER)
-    // Update distortion shader with lens and distortion-scale parameters
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
-
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
-#endif
-
-    // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
-    // ...but with lens distortion it is increased (see Oculus SDK Documentation)
-    //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance);     // Really need distortionScale?
-    float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
-
-    // Compute camera projection matrices
-    float projOffset = 4.0f*lensShift;      // Scaled to projection space coordinates [-1..1]
-    Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
-    vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
-    vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
-
-    // Compute camera transformation matrices
-    // NOTE: Camera movement might seem more natural if we model the head.
-    // Our axis of rotation is the base of our head, so we might want to add
-    // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
-    vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-    vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-
-    // Compute eyes Viewports
-    vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
-    vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
-}
-
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
-    Matrix eyeProjection = matProjection;
-    Matrix eyeModelView = matModelView;
-
-    // Setup viewport and projection/modelview matrices using tracking data
-    rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
-
-    // Apply view offset to modelview matrix
-    eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
-
-    // Set current eye projection matrix
-    eyeProjection = vrConfig.eyesProjection[eye];
-
-    SetMatrixModelview(eyeModelView);
-    SetMatrixProjection(eyeProjection);
-}
-#endif      // defined(SUPPORT_VR_SIMULATOR)
-
-#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Get OpenGL internal formats and data type from raylib PixelFormat
-static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType)
-{
-    *glInternalFormat = -1;
-    *glFormat = -1;
-    *glType = -1;
-
-    switch (format)
-    {
-    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
-        // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
-        case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
-        case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
-        case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
-        case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
-        #if !defined(GRAPHICS_API_OPENGL_11)
-        case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break;   // NOTE: Requires extension OES_texture_float
-        case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break;         // NOTE: Requires extension OES_texture_float
-        case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;    // NOTE: Requires extension OES_texture_float
-        #endif
-    #elif defined(GRAPHICS_API_OPENGL_33)
-        case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
-        case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
-        case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
-        case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
-        case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
-        case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
-    #endif
-        #if !defined(GRAPHICS_API_OPENGL_11)
-        case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
-        case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
-        case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
-        case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
-        case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
-        case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
-        case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
-        case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break;    // NOTE: Requires PowerVR GPU
-        case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break;  // NOTE: Requires PowerVR GPU
-        case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-        case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-        #endif
-        default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
-    }
-}
-
-#if defined(GRAPHICS_API_OPENGL_11)
-// Mipmaps data is generated after image data
-// NOTE: Only works with RGBA (4 bytes) data!
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
-{
-    int mipmapCount = 1;                // Required mipmap levels count (including base level)
-    int width = baseWidth;
-    int height = baseHeight;
-    int size = baseWidth*baseHeight*4;  // Size in bytes (will include mipmaps...), RGBA only
-
-    // Count mipmap levels required
-    while ((width != 1) && (height != 1))
-    {
-        if (width != 1) width /= 2;
-        if (height != 1) height /= 2;
-
-        TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
-
-        mipmapCount++;
-
-        size += (width*height*4);       // Add mipmap size (in bytes)
-    }
-
-    TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
-    TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
-
-    unsigned char *temp = realloc(data, size);
-
-    if (temp != NULL) data = temp;
-    else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated");
-
-    width = baseWidth;
-    height = baseHeight;
-    size = (width*height*4);
-
-    // Generate mipmaps
-    // NOTE: Every mipmap data is stored after data
-    Color *image = (Color *)malloc(width*height*sizeof(Color));
-    Color *mipmap = NULL;
-    int offset = 0;
-    int j = 0;
-
-    for (int i = 0; i < size; i += 4)
-    {
-        image[j].r = data[i];
-        image[j].g = data[i + 1];
-        image[j].b = data[i + 2];
-        image[j].a = data[i + 3];
-        j++;
-    }
-
-    TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height);
-
-    for (int mip = 1; mip < mipmapCount; mip++)
-    {
-        mipmap = GenNextMipmap(image, width, height);
-
-        offset += (width*height*4); // Size of last mipmap
-        j = 0;
-
-        width /= 2;
-        height /= 2;
-        size = (width*height*4);    // Mipmap size to store after offset
-
-        // Add mipmap to data
-        for (int i = 0; i < size; i += 4)
-        {
-            data[offset + i] = mipmap[j].r;
-            data[offset + i + 1] = mipmap[j].g;
-            data[offset + i + 2] = mipmap[j].b;
-            data[offset + i + 3] = mipmap[j].a;
-            j++;
-        }
-
-        free(image);
-
-        image = mipmap;
-        mipmap = NULL;
-    }
-
-    free(mipmap);       // free mipmap data
-
-    return mipmapCount;
-}
-
-// Manual mipmap generation (basic scaling algorithm)
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
-{
-    int x2, y2;
-    Color prow, pcol;
-
-    int width = srcWidth/2;
-    int height = srcHeight/2;
-
-    Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
-
-    // Scaling algorithm works perfectly (box-filter)
-    for (int y = 0; y < height; y++)
-    {
-        y2 = 2*y;
-
-        for (int x = 0; x < width; x++)
-        {
-            x2 = 2*x;
-
-            prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
-            prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
-            prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
-            prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
-
-            pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
-            pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
-            pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
-            pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
-
-            mipmap[y*width + x].r = (prow.r + pcol.r)/2;
-            mipmap[y*width + x].g = (prow.g + pcol.g)/2;
-            mipmap[y*width + x].b = (prow.b + pcol.b)/2;
-            mipmap[y*width + x].a = (prow.a + pcol.a)/2;
-        }
-    }
-
-    TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
-
-    return mipmap;
-}
-#endif
-
-#if defined(RLGL_STANDALONE)
-// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-void TraceLog(int msgType, const char *text, ...)
-{
-    va_list args;
-    va_start(args, text);
-
-    switch (msgType)
-    {
-        case LOG_INFO: fprintf(stdout, "INFO: "); break;
-        case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
-        case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
-        case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
-        default: break;
-    }
-
-    vfprintf(stdout, text, args);
-    fprintf(stdout, "\n");
-
-    va_end(args);
-
-    if (msgType == LOG_ERROR) exit(1);
-}
-#endif

+ 4268 - 4
src/rlgl.h

@@ -21,6 +21,11 @@
 *       Those preprocessor defines are only used on rlgl module, if OpenGL version is
 *       Those preprocessor defines are only used on rlgl module, if OpenGL version is
 *       required by any other module, use rlGetVersion() tocheck it
 *       required by any other module, use rlGetVersion() tocheck it
 *
 *
+*   #define RLGL_IMPLEMENTATION
+*       Generates the implementation of the library into the included file.
+*       If not defined, the library is in header only mode and can be included in other headers
+*       or source files without problems. But only ONE file should hold the implementation.
+*
 *   #define RLGL_STANDALONE
 *   #define RLGL_STANDALONE
 *       Use rlgl as standalone library (no raylib dependency)
 *       Use rlgl as standalone library (no raylib dependency)
 *
 *
@@ -28,7 +33,7 @@
 *       Support VR simulation functionality (stereo rendering)
 *       Support VR simulation functionality (stereo rendering)
 *
 *
 *   #define SUPPORT_DISTORTION_SHADER
 *   #define SUPPORT_DISTORTION_SHADER
-*       Include stereo rendering distortion shader (shader_distortion.h)
+*       Include stereo rendering distortion shader (embedded)
 *
 *
 *   DEPENDENCIES:
 *   DEPENDENCIES:
 *       raymath     - 3D math functionality (Vector3, Matrix, Quaternion)
 *       raymath     - 3D math functionality (Vector3, Matrix, Quaternion)
@@ -37,7 +42,7 @@
 *
 *
 *   LICENSE: zlib/libpng
 *   LICENSE: zlib/libpng
 *
 *
-*   Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
 *
 *
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   will the authors be held liable for any damages arising from the use of this software.
 *   will the authors be held liable for any damages arising from the use of this software.
@@ -68,8 +73,11 @@
 #include "raymath.h"            // Required for: Vector3, Matrix
 #include "raymath.h"            // Required for: Vector3, Matrix
 
 
 // Security check in case no GRAPHICS_API_OPENGL_* defined
 // Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
-    #define GRAPHICS_API_OPENGL_11
+#if !defined(GRAPHICS_API_OPENGL_11) && \
+    !defined(GRAPHICS_API_OPENGL_21) && \
+    !defined(GRAPHICS_API_OPENGL_33) && \
+    !defined(GRAPHICS_API_OPENGL_ES2)
+        #define GRAPHICS_API_OPENGL_33
 #endif
 #endif
 
 
 // Security check in case multiple GRAPHICS_API_OPENGL_* defined
 // Security check in case multiple GRAPHICS_API_OPENGL_* defined
@@ -498,3 +506,4259 @@ void TraceLog(int msgType, const char *text, ...);      // Show trace log messag
 #endif
 #endif
 
 
 #endif // RLGL_H
 #endif // RLGL_H
+
+/***********************************************************************************
+*
+*   RLGL IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLGL_IMPLEMENTATION)
+
+#include "config.h"
+
+#include <stdio.h>                  // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
+#include <stdlib.h>                 // Required for: malloc(), free(), rand()
+#include <string.h>                 // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
+#include <math.h>                   // Required for: atan2()
+
+#if !defined(RLGL_STANDALONE)
+    #include "raymath.h"            // Required for: Vector3 and Matrix functions
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    #if defined(__APPLE__)
+        #include <OpenGL/gl.h>      // OpenGL 1.1 library for OSX
+        #include <OpenGL/glext.h>
+    #else
+        // APIENTRY for OpenGL function pointer declarations is required
+        #ifndef APIENTRY
+            #ifdef _WIN32
+                #define APIENTRY __stdcall
+            #else
+                #define APIENTRY
+            #endif
+        #endif
+        // WINGDIAPI definition. Some Windows OpenGL headers need it
+        #if !defined(WINGDIAPI) && defined(_WIN32)
+            #define WINGDIAPI __declspec(dllimport)
+        #endif
+
+		#include <GL/gl.h>              // OpenGL 1.1 library
+    #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+    #define GRAPHICS_API_OPENGL_33      // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+    #if defined(__APPLE__)
+        #include <OpenGL/gl3.h>         // OpenGL 3 library for OSX
+        #include <OpenGL/gl3ext.h>      // OpenGL 3 extensions library for OSX
+    #else
+        #define GLAD_IMPLEMENTATION
+        #if defined(RLGL_STANDALONE)
+            #include "glad.h"           // GLAD extensions loading library, includes OpenGL headers
+        #else
+            #include "external/glad.h"  // GLAD extensions loading library, includes OpenGL headers
+        #endif
+    #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    #include <EGL/egl.h>                // EGL library
+    #include <GLES2/gl2.h>              // OpenGL ES 2.0 library
+    #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
+#endif
+
+#if defined(RLGL_STANDALONE)
+    #include <stdarg.h>                 // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define MATRIX_STACK_SIZE          16   // Matrix stack max size
+#define MAX_DRAWS_BY_TEXTURE      256   // Draws are organized by texture changes
+#define TEMP_VERTEX_BUFFER_SIZE  4096   // Temporal Vertex Buffer (required for vertex-transformations)
+                                        // NOTE: Every vertex are 3 floats (12 bytes)
+
+#ifndef GL_SHADING_LANGUAGE_VERSION
+    #define GL_SHADING_LANGUAGE_VERSION         0x8B8C
+#endif
+
+#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
+    #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT     0x83F0
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+    #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT    0x83F1
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+    #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT    0x83F2
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
+    #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT    0x83F3
+#endif
+#ifndef GL_ETC1_RGB8_OES
+    #define GL_ETC1_RGB8_OES                    0x8D64
+#endif
+#ifndef GL_COMPRESSED_RGB8_ETC2
+    #define GL_COMPRESSED_RGB8_ETC2             0x9274
+#endif
+#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
+    #define GL_COMPRESSED_RGBA8_ETC2_EAC        0x9278
+#endif
+#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
+    #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG  0x8C00
+#endif
+#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
+    #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
+    #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR     0x93b0
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
+    #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR     0x93b7
+#endif
+
+#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+    #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
+#endif
+
+#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
+    #define GL_TEXTURE_MAX_ANISOTROPY_EXT       0x84FE
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    #define GL_UNSIGNED_SHORT_5_6_5             0x8363
+    #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
+    #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+    #define GL_LUMINANCE                        0x1909
+    #define GL_LUMINANCE_ALPHA                  0x190A
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    #define glClearDepth                glClearDepthf
+    #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
+    #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
+#endif
+
+// Default vertex attribute names on shader to set location points
+#define DEFAULT_ATTRIB_POSITION_NAME    "vertexPosition"    // shader-location = 0
+#define DEFAULT_ATTRIB_TEXCOORD_NAME    "vertexTexCoord"    // shader-location = 1
+#define DEFAULT_ATTRIB_NORMAL_NAME      "vertexNormal"      // shader-location = 2
+#define DEFAULT_ATTRIB_COLOR_NAME       "vertexColor"       // shader-location = 3
+#define DEFAULT_ATTRIB_TANGENT_NAME     "vertexTangent"     // shader-location = 4
+#define DEFAULT_ATTRIB_TEXCOORD2_NAME   "vertexTexCoord2"   // shader-location = 5
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+typedef struct DynamicBuffer {
+    int vCounter;               // vertex position counter to process (and draw) from full buffer
+    int tcCounter;              // vertex texcoord counter to process (and draw) from full buffer
+    int cCounter;               // vertex color counter to process (and draw) from full buffer
+    float *vertices;            // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float *texcoords;           // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    unsigned char *colors;      // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    unsigned int *indices;      // vertex indices (in case vertex data comes indexed) (6 indices per quad)
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    unsigned short *indices;    // vertex indices (in case vertex data comes indexed) (6 indices per quad)
+                                // NOTE: 6*2 byte = 12 byte, not alignment problem!
+#endif
+    unsigned int vaoId;         // OpenGL Vertex Array Object id
+    unsigned int vboId[4];      // OpenGL Vertex Buffer Objects id (4 types of vertex data)
+} DynamicBuffer;
+
+// Draw call type
+// NOTE: Used to track required draw-calls, organized by texture
+typedef struct DrawCall {
+    int vertexCount;
+    GLuint vaoId;
+    GLuint textureId;
+    GLuint shaderId;
+
+    Matrix projection;
+    Matrix modelview;
+
+    // TODO: Store additional draw state data
+    //int blendMode;
+    //Guint fboId;
+} DrawCall;
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// VR Stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+    RenderTexture2D stereoFbo;      // VR stereo rendering framebuffer
+    Shader distortionShader;        // VR stereo rendering distortion shader
+    Rectangle eyesViewport[2];      // VR stereo rendering eyes viewports
+    Matrix eyesProjection[2];       // VR stereo rendering eyes projection matrices
+    Matrix eyesViewOffset[2];       // VR stereo rendering eyes view offset matrices
+} VrStereoConfig;
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
+    // Distortion shader embedded
+    static char distortionFShaderStr[] = 
+    #if defined(GRAPHICS_API_OPENGL_21)
+    "#version 120                       \n"
+    #elif defined(GRAPHICS_API_OPENGL_ES2)
+    "#version 100                       \n"
+    "precision mediump float;           \n"     // precision required for OpenGL ES2 (WebGL)
+    #endif
+    #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "varying vec2 fragTexCoord;         \n"
+    "varying vec4 fragColor;            \n"
+    #elif defined(GRAPHICS_API_OPENGL_33)
+    "#version 330                       \n"
+    "in vec2 fragTexCoord;              \n"
+    "in vec4 fragColor;                 \n"
+    "out vec4 finalColor;               \n"
+    #endif
+    "uniform sampler2D texture0;                                     \n"
+    #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "uniform vec2 leftLensCenter;       \n"
+    "uniform vec2 rightLensCenter;      \n"
+    "uniform vec2 leftScreenCenter;     \n"
+    "uniform vec2 rightScreenCenter;    \n"
+    "uniform vec2 scale;                \n"
+    "uniform vec2 scaleIn;              \n"
+    "uniform vec4 hmdWarpParam;         \n"
+    "uniform vec4 chromaAbParam;        \n"
+    #elif defined(GRAPHICS_API_OPENGL_33)
+    "uniform vec2 leftLensCenter = vec2(0.288, 0.5);                 \n"
+    "uniform vec2 rightLensCenter = vec2(0.712, 0.5);                \n"
+    "uniform vec2 leftScreenCenter = vec2(0.25, 0.5);                \n"
+    "uniform vec2 rightScreenCenter = vec2(0.75, 0.5);               \n"
+    "uniform vec2 scale = vec2(0.25, 0.45);                          \n"
+    "uniform vec2 scaleIn = vec2(4, 2.2222);                         \n"
+    "uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);             \n"
+    "uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);   \n"
+    #endif
+    "void main() \n"
+    "{ \n"
+    "   vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
+    "   vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
+    "   vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
+    "   float rSq = theta.x*theta.x + theta.y*theta.y; \n"
+    "   vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
+    "   vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
+    "   vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
+    "   if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
+    "   { \n"
+    #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "       gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
+    #elif defined(GRAPHICS_API_OPENGL_33)
+    "       finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
+    #endif
+    "   } \n"
+    "   else \n"
+    "   { \n"
+    #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "       float blue = texture2D(texture0, tcBlue).b; \n"
+    "       vec2 tcGreen = lensCenter + scale*theta1; \n"
+    "       float green = texture2D(texture0, tcGreen).g; \n"
+    #elif defined(GRAPHICS_API_OPENGL_33)
+    "       float blue = texture(texture0, tcBlue).b; \n"
+    "       vec2 tcGreen = lensCenter + scale*theta1; \n"
+    "       float green = texture(texture0, tcGreen).g; \n"
+    #endif
+    "       vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
+    "       vec2 tcRed = lensCenter + scale*thetaRed; \n"
+    #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "       float red = texture2D(texture0, tcRed).r; \n"
+    "       gl_FragColor = vec4(red, green, blue, 1.0); \n"
+    #elif defined(GRAPHICS_API_OPENGL_33)
+    "       float red = texture(texture0, tcRed).r; \n"
+    "       finalColor = vec4(red, green, blue, 1.0); \n"
+    #endif
+    "    } \n"
+    "} \n";
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static Matrix stack[MATRIX_STACK_SIZE];
+static int stackCounter = 0;
+
+static Matrix modelview;
+static Matrix projection;
+static Matrix *currentMatrix;
+static int currentMatrixMode;
+
+static int currentDrawMode;
+
+static float currentDepth = -1.0f;
+
+static DynamicBuffer lines;                 // Default dynamic buffer for lines data
+static DynamicBuffer triangles;             // Default dynamic buffer for triangles data
+static DynamicBuffer quads;                 // Default dynamic buffer for quads data (used to draw textures)
+
+// Default buffers draw calls
+static DrawCall *draws;
+static int drawsCounter;
+
+// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
+static Vector3 *tempBuffer;
+static int tempBufferCount = 0;
+static bool useTempBuffer = false;
+
+// Shaders
+static unsigned int defaultVShaderId;       // Default vertex shader id (used by default shader program)
+static unsigned int defaultFShaderId;       // Default fragment shader Id (used by default shader program)
+
+static Shader defaultShader;                // Basic shader, support vertex color and diffuse texture
+static Shader currentShader;                // Shader to be used on rendering (by default, defaultShader)
+
+// Extension supported flag: VAO
+static bool vaoSupported = false;           // VAO support (OpenGL ES2 could not support VAO extension)
+
+// Extension supported flag: Compressed textures
+static bool texCompETC1Supported = false;   // ETC1 texture compression support
+static bool texCompETC2Supported = false;   // ETC2/EAC texture compression support
+static bool texCompPVRTSupported = false;   // PVR texture compression support
+static bool texCompASTCSupported = false;   // ASTC texture compression support
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// VR global variables
+static VrStereoConfig vrConfig;         // VR stereo configuration for simulator
+static bool vrSimulatorReady = false;   // VR simulator ready flag
+static bool vrStereoRender = false;     // VR stereo rendering enabled/disabled flag
+                                        // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
+#endif  // defined(SUPPORT_VR_SIMULATOR)
+
+#endif  // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Extension supported flag: Anisotropic filtering
+static bool texAnisotropicFilterSupported = false;  // Anisotropic texture filtering support
+static float maxAnisotropicLevel = 0.0f;            // Maximum anisotropy level supported (minimum is 2.0f)
+
+// Extension supported flag: Clamp mirror wrap mode
+static bool texClampMirrorSupported = false;        // Clamp mirror wrap mode supported
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+// NOTE: VAO functionality is exposed through extensions (OES)
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
+//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray;   // NOTE: Fails in WebGL, omitted
+#endif
+
+static bool debugMarkerSupported = false;
+
+// Compressed textures support flags
+static bool texCompDXTSupported = false;    // DDS texture compression support
+static bool texNPOTSupported = false;       // NPOT textures full support
+static bool texFloatSupported = false;      // float textures support (32 bit per channel)
+
+static int blendMode = 0;   // Track current blending mode
+
+// White texture useful for plain color polys (required by shader)
+static unsigned int whiteTexture;
+
+// Default framebuffer size
+static int screenWidth;     // Default framebuffer width
+static int screenHeight;    // Default framebuffer height
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static unsigned int CompileShader(const char *shaderStr, int type);     // Compile custom shader and return shader id
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId);  // Load custom shader program
+
+static Shader LoadShaderDefault(void);      // Load default shader (just vertex positioning and texture coloring)
+static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
+static void UnloadShaderDefault(void);      // Unload default shader
+
+static void LoadBuffersDefault(void);       // Load default internal buffers (lines, triangles, quads)
+static void UpdateBuffersDefault(void);     // Update default internal buffers (VAOs/VBOs) with vertex data
+static void DrawBuffersDefault(void);       // Draw default internal buffers vertex data
+static void UnloadBuffersDefault(void);     // Unload default internal buffers vertex data from CPU and GPU
+
+static void GenDrawCube(void);              // Generate and draw cube
+static void GenDrawQuad(void);              // Generate and draw quad
+
+#if defined(SUPPORT_VR_SIMULATOR)
+static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
+#endif
+
+#endif  // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Get OpenGL internal formats and data type from raylib PixelFormat
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType);
+
+#if defined(GRAPHICS_API_OPENGL_11)
+static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
+static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix operations
+//----------------------------------------------------------------------------------
+
+#if defined(GRAPHICS_API_OPENGL_11)
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlMatrixMode(int mode)
+{
+    switch (mode)
+    {
+        case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
+        case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
+        case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
+        default: break;
+    }
+}
+
+void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
+{
+    glFrustum(left, right, bottom, top, zNear, zFar);
+}
+
+void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
+{
+    glOrtho(left, right, bottom, top, zNear, zFar);
+}
+
+void rlPushMatrix(void) { glPushMatrix(); }
+void rlPopMatrix(void) { glPopMatrix(); }
+void rlLoadIdentity(void) { glLoadIdentity(); }
+void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
+void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
+void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
+
+#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Choose the current matrix to be transformed
+void rlMatrixMode(int mode)
+{
+    if (mode == RL_PROJECTION) currentMatrix = &projection;
+    else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
+    //else if (mode == RL_TEXTURE) // Not supported
+
+    currentMatrixMode = mode;
+}
+
+// Push the current matrix to stack
+void rlPushMatrix(void)
+{
+    if (stackCounter == MATRIX_STACK_SIZE - 1)
+    {
+        TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
+    }
+
+    stack[stackCounter] = *currentMatrix;
+    rlLoadIdentity();       // TODO: Review matrix stack logic!
+    stackCounter++;
+
+    if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
+}
+
+// Pop lattest inserted matrix from stack
+void rlPopMatrix(void)
+{
+    if (stackCounter > 0)
+    {
+        Matrix mat = stack[stackCounter - 1];
+        *currentMatrix = mat;
+        stackCounter--;
+    }
+}
+
+// Reset current matrix to identity matrix
+void rlLoadIdentity(void)
+{
+    *currentMatrix = MatrixIdentity();
+}
+
+// Multiply the current matrix by a translation matrix
+void rlTranslatef(float x, float y, float z)
+{
+    Matrix matTranslation = MatrixTranslate(x, y, z);
+
+    // NOTE: We transpose matrix with multiplication order
+    *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
+}
+
+// Multiply the current matrix by a rotation matrix
+void rlRotatef(float angleDeg, float x, float y, float z)
+{
+    Matrix matRotation = MatrixIdentity();
+
+    Vector3 axis = (Vector3){ x, y, z };
+    matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
+
+    // NOTE: We transpose matrix with multiplication order
+    *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
+}
+
+// Multiply the current matrix by a scaling matrix
+void rlScalef(float x, float y, float z)
+{
+    Matrix matScale = MatrixScale(x, y, z);
+
+    // NOTE: We transpose matrix with multiplication order
+    *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
+}
+
+// Multiply the current matrix by another matrix
+void rlMultMatrixf(float *matf)
+{
+    // Matrix creation from array
+    Matrix mat = { matf[0], matf[4], matf[8], matf[12],
+                   matf[1], matf[5], matf[9], matf[13],
+                   matf[2], matf[6], matf[10], matf[14],
+                   matf[3], matf[7], matf[11], matf[15] };
+
+    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+}
+
+// Multiply the current matrix by a perspective matrix generated by parameters
+void rlFrustum(double left, double right, double bottom, double top, double near, double far)
+{
+    Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
+
+    *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
+}
+
+// Multiply the current matrix by an orthographic matrix generated by parameters
+void rlOrtho(double left, double right, double bottom, double top, double near, double far)
+{
+    Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
+
+    *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
+}
+
+#endif
+
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: Updates global variables: screenWidth, screenHeight
+void rlViewport(int x, int y, int width, int height)
+{
+    glViewport(x, y, width, height);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vertex level operations
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_11)
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlBegin(int mode)
+{
+    switch (mode)
+    {
+        case RL_LINES: glBegin(GL_LINES); break;
+        case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
+        case RL_QUADS: glBegin(GL_QUADS); break;
+        default: break;
+    }
+}
+
+void rlEnd() { glEnd(); }
+void rlVertex2i(int x, int y) { glVertex2i(x, y); }
+void rlVertex2f(float x, float y) { glVertex2f(x, y); }
+void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
+void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
+void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
+void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
+void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
+void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
+
+#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Initialize drawing mode (how to organize vertex)
+void rlBegin(int mode)
+{
+    // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
+    currentDrawMode = mode;
+}
+
+// Finish vertex providing
+void rlEnd(void)
+{
+    if (useTempBuffer)
+    {
+        // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
+        // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
+        // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
+
+        // Apply transformation matrix to all temp vertices
+        for (int i = 0; i < tempBufferCount; i++) tempBuffer[i] = Vector3Transform(tempBuffer[i], *currentMatrix);
+
+        // Deactivate tempBuffer usage to allow rlVertex3f do its job
+        useTempBuffer = false;
+
+        // Copy all transformed vertices to right VAO
+        for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
+
+        // Reset temp buffer
+        tempBufferCount = 0;
+    }
+
+    // Make sure vertexCount is the same for vertices-texcoords-normals-colors
+    // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
+    switch (currentDrawMode)
+    {
+        case RL_LINES:
+        {
+            if (lines.vCounter != lines.cCounter)
+            {
+                int addColors = lines.vCounter - lines.cCounter;
+
+                for (int i = 0; i < addColors; i++)
+                {
+                    lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
+                    lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
+                    lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
+                    lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
+
+                    lines.cCounter++;
+                }
+            }
+        } break;
+        case RL_TRIANGLES:
+        {
+            if (triangles.vCounter != triangles.cCounter)
+            {
+                int addColors = triangles.vCounter - triangles.cCounter;
+
+                for (int i = 0; i < addColors; i++)
+                {
+                    triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
+                    triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
+                    triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
+                    triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
+
+                    triangles.cCounter++;
+                }
+            }
+        } break;
+        case RL_QUADS:
+        {
+            // Make sure colors count match vertex count
+            if (quads.vCounter != quads.cCounter)
+            {
+                int addColors = quads.vCounter - quads.cCounter;
+
+                for (int i = 0; i < addColors; i++)
+                {
+                    quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
+                    quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
+                    quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
+                    quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
+
+                    quads.cCounter++;
+                }
+            }
+
+            // Make sure texcoords count match vertex count
+            if (quads.vCounter != quads.tcCounter)
+            {
+                int addTexCoords = quads.vCounter - quads.tcCounter;
+
+                for (int i = 0; i < addTexCoords; i++)
+                {
+                    quads.texcoords[2*quads.tcCounter] = 0.0f;
+                    quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
+
+                    quads.tcCounter++;
+                }
+            }
+
+            // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
+
+        } break;
+        default: break;
+    }
+
+    // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
+    // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
+    // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
+    currentDepth += (1.0f/20000.0f);
+
+    // Verify internal buffers limits
+    // NOTE: This check is combined with usage of rlCheckBufferLimit()
+    if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
+        (triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 3) ||
+        (quads.vCounter/4 >= MAX_QUADS_BATCH - 4)) rlglDraw();
+}
+
+// Define one vertex (position)
+void rlVertex3f(float x, float y, float z)
+{
+    if (useTempBuffer)
+    {
+        tempBuffer[tempBufferCount].x = x;
+        tempBuffer[tempBufferCount].y = y;
+        tempBuffer[tempBufferCount].z = z;
+        tempBufferCount++;
+    }
+    else
+    {
+        switch (currentDrawMode)
+        {
+            case RL_LINES:
+            {
+                // Verify that MAX_LINES_BATCH limit not reached
+                if (lines.vCounter/2 < MAX_LINES_BATCH)
+                {
+                    lines.vertices[3*lines.vCounter] = x;
+                    lines.vertices[3*lines.vCounter + 1] = y;
+                    lines.vertices[3*lines.vCounter + 2] = z;
+
+                    lines.vCounter++;
+                }
+                else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
+
+            } break;
+            case RL_TRIANGLES:
+            {
+                // Verify that MAX_TRIANGLES_BATCH limit not reached
+                if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
+                {
+                    triangles.vertices[3*triangles.vCounter] = x;
+                    triangles.vertices[3*triangles.vCounter + 1] = y;
+                    triangles.vertices[3*triangles.vCounter + 2] = z;
+
+                    triangles.vCounter++;
+                }
+                else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
+
+            } break;
+            case RL_QUADS:
+            {
+                // Verify that MAX_QUADS_BATCH limit not reached
+                if (quads.vCounter/4 < MAX_QUADS_BATCH)
+                {
+                    quads.vertices[3*quads.vCounter] = x;
+                    quads.vertices[3*quads.vCounter + 1] = y;
+                    quads.vertices[3*quads.vCounter + 2] = z;
+
+                    quads.vCounter++;
+
+                    draws[drawsCounter - 1].vertexCount++;
+                }
+                else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
+
+            } break;
+            default: break;
+        }
+    }
+}
+
+// Define one vertex (position)
+void rlVertex2f(float x, float y)
+{
+    rlVertex3f(x, y, currentDepth);
+}
+
+// Define one vertex (position)
+void rlVertex2i(int x, int y)
+{
+    rlVertex3f((float)x, (float)y, currentDepth);
+}
+
+// Define one vertex (texture coordinate)
+// NOTE: Texture coordinates are limited to QUADS only
+void rlTexCoord2f(float x, float y)
+{
+    if (currentDrawMode == RL_QUADS)
+    {
+        quads.texcoords[2*quads.tcCounter] = x;
+        quads.texcoords[2*quads.tcCounter + 1] = y;
+
+        quads.tcCounter++;
+    }
+}
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only ?
+void rlNormal3f(float x, float y, float z)
+{
+    // TODO: Normals usage...
+}
+
+// Define one vertex (color)
+void rlColor4ub(byte x, byte y, byte z, byte w)
+{
+    switch (currentDrawMode)
+    {
+        case RL_LINES:
+        {
+            lines.colors[4*lines.cCounter] = x;
+            lines.colors[4*lines.cCounter + 1] = y;
+            lines.colors[4*lines.cCounter + 2] = z;
+            lines.colors[4*lines.cCounter + 3] = w;
+
+            lines.cCounter++;
+
+        } break;
+        case RL_TRIANGLES:
+        {
+            triangles.colors[4*triangles.cCounter] = x;
+            triangles.colors[4*triangles.cCounter + 1] = y;
+            triangles.colors[4*triangles.cCounter + 2] = z;
+            triangles.colors[4*triangles.cCounter + 3] = w;
+
+            triangles.cCounter++;
+
+        } break;
+        case RL_QUADS:
+        {
+            quads.colors[4*quads.cCounter] = x;
+            quads.colors[4*quads.cCounter + 1] = y;
+            quads.colors[4*quads.cCounter + 2] = z;
+            quads.colors[4*quads.cCounter + 3] = w;
+
+            quads.cCounter++;
+
+        } break;
+        default: break;
+    }
+}
+
+// Define one vertex (color)
+void rlColor4f(float r, float g, float b, float a)
+{
+    rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
+}
+
+// Define one vertex (color)
+void rlColor3f(float x, float y, float z)
+{
+    rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
+}
+
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
+//----------------------------------------------------------------------------------
+
+// Enable texture usage
+void rlEnableTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+    glEnable(GL_TEXTURE_2D);
+    glBindTexture(GL_TEXTURE_2D, id);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (draws[drawsCounter - 1].textureId != id)
+    {
+        if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
+
+        if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
+        {
+            rlglDraw();
+            drawsCounter = 1;
+        }
+
+        draws[drawsCounter - 1].textureId = id;
+        draws[drawsCounter - 1].vertexCount = 0;
+    }
+#endif
+}
+
+// Disable texture usage
+void rlDisableTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+    glDisable(GL_TEXTURE_2D);
+    glBindTexture(GL_TEXTURE_2D, 0);
+#else
+    // NOTE: If quads batch limit is reached,
+    // we force a draw call and next batch starts
+    if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
+#endif
+}
+
+// Set texture parameters (wrap mode/filter mode)
+void rlTextureParameters(unsigned int id, int param, int value)
+{
+    glBindTexture(GL_TEXTURE_2D, id);
+
+    switch (param)
+    {
+        case RL_TEXTURE_WRAP_S:
+        case RL_TEXTURE_WRAP_T:
+        {
+            if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
+            else glTexParameteri(GL_TEXTURE_2D, param, value);
+        } break;
+        case RL_TEXTURE_MAG_FILTER:
+        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
+        case RL_TEXTURE_ANISOTROPIC_FILTER:
+        {
+            if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+            else if (maxAnisotropicLevel > 0.0f)
+            {
+                TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
+                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+            }
+            else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
+        } break;
+        default: break;
+    }
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Enable rendering to texture (fbo)
+void rlEnableRenderTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindFramebuffer(GL_FRAMEBUFFER, id);
+
+    //glDisable(GL_CULL_FACE);    // Allow double side drawing for texture flipping
+    //glCullFace(GL_FRONT);
+#endif
+}
+
+// Disable rendering to texture
+void rlDisableRenderTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    //glEnable(GL_CULL_FACE);
+    //glCullFace(GL_BACK);
+#endif
+}
+
+// Enable depth test
+void rlEnableDepthTest(void)
+{
+    glEnable(GL_DEPTH_TEST);
+}
+
+// Disable depth test
+void rlDisableDepthTest(void)
+{
+    glDisable(GL_DEPTH_TEST);
+}
+
+// Enable wire mode
+void rlEnableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    // NOTE: glPolygonMode() not available on OpenGL ES
+    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+#endif
+}
+
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    // NOTE: glPolygonMode() not available on OpenGL ES
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+}
+
+// Unload texture from GPU memory
+void rlDeleteTextures(unsigned int id)
+{
+    if (id > 0) glDeleteTextures(1, &id);
+}
+
+// Unload render texture from GPU memory
+void rlDeleteRenderTextures(RenderTexture2D target)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (target.id > 0) glDeleteFramebuffers(1, &target.id);
+    if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
+    if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id);
+
+    TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
+#endif
+}
+
+// Unload shader from GPU memory
+void rlDeleteShader(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (id != 0) glDeleteProgram(id);
+#endif
+}
+
+// Unload vertex data (VAO) from GPU memory
+void rlDeleteVertexArrays(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (vaoSupported)
+    {
+        if (id != 0) glDeleteVertexArrays(1, &id);
+        TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
+    }
+#endif
+}
+
+// Unload vertex data (VBO) from GPU memory
+void rlDeleteBuffers(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (id != 0)
+    {
+        glDeleteBuffers(1, &id);
+        if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+    }
+#endif
+}
+
+// Clear color buffer with color
+void rlClearColor(byte r, byte g, byte b, byte a)
+{
+    // Color values clamp to 0.0f(0) and 1.0f(255)
+    float cr = (float)r/255;
+    float cg = (float)g/255;
+    float cb = (float)b/255;
+    float ca = (float)a/255;
+
+    glClearColor(cr, cg, cb, ca);
+}
+
+// Clear used screen buffers (color and depth)
+void rlClearScreenBuffers(void)
+{
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear used buffers: Color and Depth (Depth is used for 3D)
+    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl Functions
+//----------------------------------------------------------------------------------
+
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
+{
+    // Check OpenGL information and capabilities
+    //------------------------------------------------------------------------------
+
+    // Print current OpenGL and GLSL version
+    TraceLog(LOG_INFO, "GPU: Vendor:   %s", glGetString(GL_VENDOR));
+    TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
+    TraceLog(LOG_INFO, "GPU: Version:  %s", glGetString(GL_VERSION));
+    TraceLog(LOG_INFO, "GPU: GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+
+    // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
+    //int maxTexSize;
+    //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
+    //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
+
+    //GL_MAX_TEXTURE_IMAGE_UNITS
+    //GL_MAX_VIEWPORT_DIMS
+
+    //int numAuxBuffers;
+    //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
+    //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
+
+    //GLint numComp = 0;
+    //GLint format[32] = { 0 };
+    //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
+    //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
+    //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
+
+    // NOTE: We don't need that much data on screen... right now...
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Get supported extensions list
+    GLint numExt = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33)
+
+    // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
+    vaoSupported = true;
+    texNPOTSupported = true;
+    texFloatSupported = true;
+
+    // We get a list of available extensions and we check for some of them (compressed textures)
+    // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
+    glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+
+#ifdef _MSC_VER
+    const char **extList = malloc(sizeof(const char *)*numExt);
+#else
+    const char *extList[numExt];
+#endif
+
+    for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
+
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    char *extensions = (char *)glGetString(GL_EXTENSIONS);  // One big const string
+
+    // NOTE: We have to duplicate string because glGetString() returns a const value
+    // If not duplicated, it fails in some systems (Raspberry Pi)
+    // Equivalent to function: char *strdup(const char *str)
+    char *extensionsDup;
+    size_t len = strlen(extensions) + 1;
+    void *newstr = malloc(len);
+    if (newstr == NULL) extensionsDup = NULL;
+    extensionsDup = (char *)memcpy(newstr, extensions, len);
+
+    // NOTE: String could be splitted using strtok() function (string.h)
+    // NOTE: strtok() modifies the received string, it can not be const
+
+    char *extList[512];     // Allocate 512 strings pointers (2 KB)
+
+    extList[numExt] = strtok(extensionsDup, " ");
+
+    while (extList[numExt] != NULL)
+    {
+        numExt++;
+        extList[numExt] = strtok(NULL, " ");
+    }
+
+    free(extensionsDup);    // Duplicated string must be deallocated
+
+    numExt -= 1;
+#endif
+
+    TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
+
+    // Show supported extensions
+    //for (int i = 0; i < numExt; i++)  TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
+
+    // Check required extensions
+    for (int i = 0; i < numExt; i++)
+    {
+#if defined(GRAPHICS_API_OPENGL_ES2)
+        // Check VAO support
+        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
+        if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
+        {
+            vaoSupported = true;
+
+            // The extension is supported by our hardware and driver, try to get related functions pointers
+            // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
+            glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
+            glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
+            glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
+            //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
+        }
+
+        // Check NPOT textures support
+        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
+        if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
+
+        // Check texture float support
+        if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
+#endif
+
+        // DDS texture compression support
+        if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
+            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
+            (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
+
+        // ETC1 texture compression support
+        if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
+            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
+
+        // ETC2/EAC texture compression support
+        if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
+
+        // PVR texture compression support
+        if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
+
+        // ASTC texture compression support
+        if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
+
+        // Anisotropic texture filter support
+        if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
+        {
+            texAnisotropicFilterSupported = true;
+            glGetFloatv(0x84FF, &maxAnisotropicLevel);   // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+        }
+
+        // Clamp mirror wrap mode supported
+        if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
+
+        // Debug marker support
+        if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
+    }
+
+#if defined(_MSC_VER)
+    //free(extList);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
+    else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
+
+    if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
+    else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
+#endif
+
+    if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
+    if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
+    if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
+    if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
+    if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
+
+    if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
+    if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
+
+    if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
+
+    // Initialize buffers, default shaders and default textures
+    //----------------------------------------------------------
+
+    // Init default white texture
+    unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
+
+    whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
+
+    if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
+    else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
+
+    // Init default Shader (customized for GL 3.3 and ES2)
+    defaultShader = LoadShaderDefault();
+    currentShader = defaultShader;
+
+    // Init default vertex arrays buffers (lines, triangles, quads)
+    LoadBuffersDefault();
+
+    // Init temp vertex buffer, used when transformation required (translate, rotate, scale)
+    tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
+
+    for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero();
+
+    // Init draw calls tracking system
+    draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
+
+    for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
+    {
+        draws[i].textureId = 0;
+        draws[i].vertexCount = 0;
+    }
+
+    drawsCounter = 1;
+    draws[drawsCounter - 1].textureId = whiteTexture;
+    currentDrawMode = RL_TRIANGLES;     // Set default draw mode
+
+    // Init internal matrix stack (emulating OpenGL 1.1)
+    for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
+
+    // Init internal projection and modelview matrices
+    projection = MatrixIdentity();
+    modelview = MatrixIdentity();
+    currentMatrix = &modelview;
+#endif      // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+    // Initialize OpenGL default states
+    //----------------------------------------------------------
+
+    // Init state: Depth test
+    glDepthFunc(GL_LEQUAL);                                 // Type of depth testing to apply
+    glDisable(GL_DEPTH_TEST);                               // Disable depth testing for 2D (only used for 3D)
+
+    // Init state: Blending mode
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);      // Color blending function (how colors are mixed)
+    glEnable(GL_BLEND);                                     // Enable color blending (required to work with transparencies)
+
+    // Init state: Culling
+    // NOTE: All shapes/models triangles are drawn CCW
+    glCullFace(GL_BACK);                                    // Cull the back face (default)
+    glFrontFace(GL_CCW);                                    // Front face are defined counter clockwise (default)
+    glEnable(GL_CULL_FACE);                                 // Enable backface culling
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    // Init state: Color hints (deprecated in OpenGL 3.0+)
+    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Improve quality of color and texture coordinate interpolation
+    glShadeModel(GL_SMOOTH);                                // Smooth shading between vertex (vertex colors interpolation)
+#endif
+
+    // Init state: Color/Depth buffers clear
+    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);                   // Set clear color (black)
+    glClearDepth(1.0f);                                     // Set clear depth value (default)
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear color and depth buffers (depth buffer required for 3D)
+
+    // Store screen size into global variables
+    screenWidth = width;
+    screenHeight = height;
+
+    TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
+}
+
+// Vertex Buffer Object deinitialization (memory free)
+void rlglClose(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    UnloadShaderDefault();              // Unload default shader
+    UnloadBuffersDefault();             // Unload default buffers (lines, triangles, quads)
+    glDeleteTextures(1, &whiteTexture); // Unload default texture
+
+    TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
+
+    free(draws);
+#endif
+}
+
+// Drawing batches: triangles, quads, lines
+void rlglDraw(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: In a future version, models could be stored in a stack...
+    //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
+
+    // NOTE: Default buffers upload and draw
+    UpdateBuffersDefault();
+    DrawBuffersDefault();       // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Returns current OpenGL version
+int rlGetVersion(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+    return OPENGL_11;
+#elif defined(GRAPHICS_API_OPENGL_21)
+    #if defined(__APPLE__)
+        return OPENGL_33;   // NOTE: Force OpenGL 3.3 on OSX
+    #else
+        return OPENGL_21;
+    #endif
+#elif defined(GRAPHICS_API_OPENGL_33)
+    return OPENGL_33;
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    return OPENGL_ES_20;
+#endif
+}
+
+// Check internal buffer overflow for a given number of vertex
+bool rlCheckBufferLimit(int type, int vCount)
+{
+    bool overflow = false;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    switch (type)
+    {
+        case RL_LINES: overflow = ((lines.vCounter + vCount)/2 >= MAX_LINES_BATCH); break;
+        case RL_TRIANGLES: overflow = ((triangles.vCounter + vCount)/3 >= MAX_TRIANGLES_BATCH); break;
+        case RL_QUADS: overflow = ((quads.vCounter + vCount)/4 >= MAX_QUADS_BATCH); break;
+        default: break;
+    }
+#endif
+    return overflow;
+}
+
+// Set debug marker
+void rlSetDebugMarker(const char *text)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+    if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
+#endif
+}
+
+// Load OpenGL extensions
+// NOTE: External loader function could be passed as a pointer
+void rlLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+    // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
+    #if !defined(__APPLE__)
+        if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+        else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+        #if defined(GRAPHICS_API_OPENGL_21)
+        if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
+        #elif defined(GRAPHICS_API_OPENGL_33)
+        if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
+        else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
+        #endif
+    #endif
+
+    // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
+    //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
+#endif
+}
+
+// Get world coordinates from screen coordinates
+Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
+{
+    Vector3 result = { 0.0f, 0.0f, 0.0f };
+
+    // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
+    Matrix matViewProj = MatrixMultiply(view, proj);
+    matViewProj = MatrixInvert(matViewProj);
+
+    // Create quaternion from source point
+    Quaternion quat = { source.x, source.y, source.z, 1.0f };
+
+    // Multiply quat point by unproject matrix
+    quat = QuaternionTransform(quat, matViewProj);
+
+    // Normalized world points in vectors
+    result.x = quat.x/quat.w;
+    result.y = quat.y/quat.w;
+    result.z = quat.z/quat.w;
+
+    return result;
+}
+
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
+{
+    glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
+
+    GLuint id = 0;
+
+    // Check texture format support by OpenGL 1.1 (compressed textures not supported)
+#if defined(GRAPHICS_API_OPENGL_11)
+    if (format >= COMPRESSED_DXT1_RGB)
+    {
+        TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
+        return id;
+    }
+#endif
+
+    if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
+        (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
+    {
+        TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
+        return id;
+    }
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
+    {
+        TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
+        return id;
+    }
+
+    if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
+    {
+        TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
+        return id;
+    }
+
+    if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
+    {
+        TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
+        return id;
+    }
+
+    if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
+    {
+        TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
+        return id;
+    }
+#endif
+
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+    glGenTextures(1, &id);              // Generate Pointer to the texture
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    //glActiveTexture(GL_TEXTURE0);     // If not defined, using GL_TEXTURE0 by default (shader texture)
+#endif
+
+    glBindTexture(GL_TEXTURE_2D, id);
+
+    int mipWidth = width;
+    int mipHeight = height;
+    int mipOffset = 0;          // Mipmap data offset
+
+    TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
+
+    // Load the different mipmap levels
+    for (int i = 0; i < mipmapCount; i++)
+    {
+        unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
+
+        int glInternalFormat, glFormat, glType;
+        GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
+
+        TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
+
+        if (glInternalFormat != -1)
+        {
+            if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
+        #if !defined(GRAPHICS_API_OPENGL_11)
+            else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
+        #endif
+
+        #if defined(GRAPHICS_API_OPENGL_33)
+            if (format == UNCOMPRESSED_GRAYSCALE)
+            {
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+            }
+            else if (format == UNCOMPRESSED_GRAY_ALPHA)
+            {
+            #if defined(GRAPHICS_API_OPENGL_21)
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
+            #elif defined(GRAPHICS_API_OPENGL_33)
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
+            #endif
+                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+            }
+        #endif
+        }
+
+        mipWidth /= 2;
+        mipHeight /= 2;
+        mipOffset += mipSize;
+
+        // Security check for NPOT textures
+        if (mipWidth < 1) mipWidth = 1;
+        if (mipHeight < 1) mipHeight = 1;
+    }
+
+    // Texture parameters configuration
+    // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
+    if (texNPOTSupported)
+    {
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
+    }
+    else
+    {
+        // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);       // Set texture to clamp on x-axis
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);       // Set texture to clamp on y-axis
+    }
+#else
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
+#endif
+
+    // Magnification and minification filters
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
+
+#if defined(GRAPHICS_API_OPENGL_33)
+    if (mipmapCount > 1)
+    {
+        // Activate Trilinear filtering if mipmaps are available
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+    }
+#endif
+
+    // At this point we have the texture loaded in GPU and texture parameters configured
+
+    // NOTE: If mipmaps were not in data, they are not generated automatically
+
+    // Unbind current texture
+    glBindTexture(GL_TEXTURE_2D, 0);
+
+    if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
+    else TraceLog(LOG_WARNING, "Texture could not be created");
+
+    return id;
+}
+
+// Update already loaded texture in GPU with new data
+void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
+{
+    glBindTexture(GL_TEXTURE_2D, id);
+
+    int glInternalFormat, glFormat, glType;
+    GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
+
+    if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
+    {
+        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
+    }
+    else TraceLog(LOG_WARNING, "Texture format updating not supported");
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+    if (id > 0) glDeleteTextures(1, &id);
+}
+
+
+// Load a texture to be used for rendering (fbo with color and depth attachments)
+RenderTexture2D rlLoadRenderTexture(int width, int height)
+{
+    RenderTexture2D target;
+
+    target.id = 0;
+
+    target.texture.id = 0;
+    target.texture.width = width;
+    target.texture.height = height;
+    target.texture.format = UNCOMPRESSED_R8G8B8A8;
+    target.texture.mipmaps = 1;
+
+    target.depth.id = 0;
+    target.depth.width = width;
+    target.depth.height = height;
+    target.depth.format = 19;       //DEPTH_COMPONENT_24BIT
+    target.depth.mipmaps = 1;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Create the texture that will serve as the color attachment for the framebuffer
+    glGenTextures(1, &target.texture.id);
+    glBindTexture(GL_TEXTURE_2D, target.texture.id);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+    glBindTexture(GL_TEXTURE_2D, 0);
+
+#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+    #define USE_DEPTH_RENDERBUFFER
+#else
+    #define USE_DEPTH_TEXTURE
+#endif
+
+#if defined(USE_DEPTH_RENDERBUFFER)
+    // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
+    glGenRenderbuffers(1, &target.depth.id);
+    glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);    // GL_DEPTH_COMPONENT24 not supported on Android
+#elif defined(USE_DEPTH_TEXTURE)
+    // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
+    // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
+    glGenTextures(1, &target.depth.id);
+    glBindTexture(GL_TEXTURE_2D, target.depth.id);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+    glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+    // Create the framebuffer object
+    glGenFramebuffers(1, &target.id);
+    glBindFramebuffer(GL_FRAMEBUFFER, target.id);
+
+    // Attach color texture and depth renderbuffer to FBO
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
+#if defined(USE_DEPTH_RENDERBUFFER)
+    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
+#elif defined(USE_DEPTH_TEXTURE)
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
+#endif
+
+    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+    if (status != GL_FRAMEBUFFER_COMPLETE)
+    {
+        TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
+
+        switch (status)
+        {
+            case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
+            case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+            case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
+#endif
+            case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
+            default: break;
+        }
+
+        glDeleteTextures(1, &target.texture.id);
+        glDeleteTextures(1, &target.depth.id);
+        glDeleteFramebuffers(1, &target.id);
+    }
+    else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+
+    return target;
+}
+
+// Generate mipmap data for selected texture
+void rlGenerateMipmaps(Texture2D *texture)
+{
+    glBindTexture(GL_TEXTURE_2D, texture->id);
+
+    // Check if texture is power-of-two (POT)
+    bool texIsPOT = false;
+
+    if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
+        ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
+
+    if ((texIsPOT) || (texNPOTSupported))
+    {
+#if defined(GRAPHICS_API_OPENGL_11)
+        // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
+        if (texture->format == UNCOMPRESSED_R8G8B8A8)
+        {
+            // Retrieve texture data from VRAM
+            void *data = rlReadTexturePixels(*texture);
+
+            // NOTE: data size is reallocated to fit mipmaps data
+            // NOTE: CPU mipmap generation only supports RGBA 32bit data
+            int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
+
+            int size = texture->width*texture->height*4;
+            int offset = size;
+
+            int mipWidth = texture->width/2;
+            int mipHeight = texture->height/2;
+
+            // Load the mipmaps
+            for (int level = 1; level < mipmapCount; level++)
+            {
+                glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset);
+
+                size = mipWidth*mipHeight*4;
+                offset += size;
+
+                mipWidth /= 2;
+                mipHeight /= 2;
+            }
+
+            texture->mipmaps = mipmapCount + 1;
+            free(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
+
+            TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps [%i] generated manually on CPU side", texture->id, texture->mipmaps);
+        }
+        else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps could not be generated for texture format", texture->id);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+        //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
+        glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
+        TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
+
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);   // Activate Trilinear filtering for mipmaps
+
+        #define MIN(a,b) (((a)<(b))?(a):(b))
+        #define MAX(a,b) (((a)>(b))?(a):(b))
+
+        texture->mipmaps =  1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
+#endif
+    }
+    else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Upload vertex data into a VAO (if supported) and VBO
+// TODO: Check if mesh has already been loaded in GPU
+void rlLoadMesh(Mesh *mesh, bool dynamic)
+{
+    mesh->vaoId = 0;        // Vertex Array Object
+    mesh->vboId[0] = 0;     // Vertex positions VBO
+    mesh->vboId[1] = 0;     // Vertex texcoords VBO
+    mesh->vboId[2] = 0;     // Vertex normals VBO
+    mesh->vboId[3] = 0;     // Vertex colors VBO
+    mesh->vboId[4] = 0;     // Vertex tangents VBO
+    mesh->vboId[5] = 0;     // Vertex texcoords2 VBO
+    mesh->vboId[6] = 0;     // Vertex indices VBO
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    int drawHint = GL_STATIC_DRAW;
+    if (dynamic) drawHint = GL_DYNAMIC_DRAW;
+
+    if (vaoSupported)
+    {
+        // Initialize Quads VAO (Buffer A)
+        glGenVertexArrays(1, &mesh->vaoId);
+        glBindVertexArray(mesh->vaoId);
+    }
+
+    // NOTE: Attributes must be uploaded considering default locations points
+
+    // Enable vertex attributes: position (shader-location = 0)
+    glGenBuffers(1, &mesh->vboId[0]);
+    glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
+    glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
+    glEnableVertexAttribArray(0);
+
+    // Enable vertex attributes: texcoords (shader-location = 1)
+    glGenBuffers(1, &mesh->vboId[1]);
+    glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
+    glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
+    glEnableVertexAttribArray(1);
+
+    // Enable vertex attributes: normals (shader-location = 2)
+    if (mesh->normals != NULL)
+    {
+        glGenBuffers(1, &mesh->vboId[2]);
+        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
+        glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
+        glEnableVertexAttribArray(2);
+    }
+    else
+    {
+        // Default color vertex attribute set to WHITE
+        glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
+        glDisableVertexAttribArray(2);
+    }
+
+    // Default color vertex attribute (shader-location = 3)
+    if (mesh->colors != NULL)
+    {
+        glGenBuffers(1, &mesh->vboId[3]);
+        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
+        glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+        glEnableVertexAttribArray(3);
+    }
+    else
+    {
+        // Default color vertex attribute set to WHITE
+        glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
+        glDisableVertexAttribArray(3);
+    }
+
+    // Default tangent vertex attribute (shader-location = 4)
+    if (mesh->tangents != NULL)
+    {
+        glGenBuffers(1, &mesh->vboId[4]);
+        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
+        glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
+        glEnableVertexAttribArray(4);
+    }
+    else
+    {
+        // Default tangents vertex attribute
+        glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
+        glDisableVertexAttribArray(4);
+    }
+
+    // Default texcoord2 vertex attribute (shader-location = 5)
+    if (mesh->texcoords2 != NULL)
+    {
+        glGenBuffers(1, &mesh->vboId[5]);
+        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
+        glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
+        glEnableVertexAttribArray(5);
+    }
+    else
+    {
+        // Default texcoord2 vertex attribute
+        glVertexAttrib2f(5, 0.0f, 0.0f);
+        glDisableVertexAttribArray(5);
+    }
+
+    if (mesh->indices != NULL)
+    {
+        glGenBuffers(1, &mesh->vboId[6]);
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
+    }
+
+    if (vaoSupported)
+    {
+        if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
+        else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
+    }
+    else
+    {
+        TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
+    }
+#endif
+}
+
+// Update vertex data on GPU (upload new data to one buffer)
+void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Activate mesh VAO
+    if (vaoSupported) glBindVertexArray(mesh.vaoId);
+
+    switch (buffer)
+    {
+        case 0:     // Update vertices (vertex position)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
+            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
+
+        } break;
+        case 1:     // Update texcoords (vertex texture coordinates)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
+            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
+
+        } break;
+        case 2:     // Update normals (vertex normals)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
+            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
+
+        } break;
+        case 3:     // Update colors (vertex colors)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
+            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
+
+        } break;
+        case 4:     // Update tangents (vertex tangents)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
+            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
+        } break;
+        case 5:     // Update texcoords2 (vertex second texture coordinates)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
+            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
+        } break;
+        default: break;
+    }
+
+    // Unbind the current VAO
+    if (vaoSupported) glBindVertexArray(0);
+
+    // Another option would be using buffer mapping...
+    //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+    // Now we can modify vertices
+    //glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
+}
+
+// Draw a 3d mesh with material and transform
+void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+    glEnable(GL_TEXTURE_2D);
+    glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
+
+    // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
+    glEnableClientState(GL_VERTEX_ARRAY);                   // Enable vertex array
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);            // Enable texture coords array
+    if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY);     // Enable normals array
+    if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY);       // Enable colors array
+
+    glVertexPointer(3, GL_FLOAT, 0, mesh.vertices);         // Pointer to vertex coords array
+    glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords);      // Pointer to texture coords array
+    if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals);           // Pointer to normals array
+    if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors);   // Pointer to colors array
+
+    rlPushMatrix();
+        rlMultMatrixf(MatrixToFloat(transform));
+        rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
+
+        if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
+        else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+    rlPopMatrix();
+
+    glDisableClientState(GL_VERTEX_ARRAY);                  // Disable vertex array
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);           // Disable texture coords array
+    if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY);    // Disable normals array
+    if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY);     // Disable colors array
+
+    glDisable(GL_TEXTURE_2D);
+    glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Bind shader program
+    glUseProgram(material.shader.id);
+
+    // Matrices and other values required by shader
+    //-----------------------------------------------------
+    // Calculate and send to shader model matrix (used by PBR shader)
+    if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
+
+    // Upload to shader material.colDiffuse
+    if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
+        glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
+                                                           (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
+                                                           (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
+                                                           (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
+
+    // Upload to shader material.colSpecular (if available)
+    if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
+        glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
+                                                               (float)material.maps[MAP_SPECULAR].color.g/255.0f,
+                                                               (float)material.maps[MAP_SPECULAR].color.b/255.0f,
+                                                               (float)material.maps[MAP_SPECULAR].color.a/255.0f);
+
+    if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
+    if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
+
+    // At this point the modelview matrix just contains the view matrix (camera)
+    // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
+    Matrix matView = modelview;         // View matrix (camera)
+    Matrix matProjection = projection;  // Projection matrix (perspective)
+
+    // Calculate model-view matrix combining matModel and matView
+    Matrix matModelView = MatrixMultiply(transform, matView);           // Transform to camera-space coordinates
+    //-----------------------------------------------------
+
+    // Bind active texture maps (if available)
+    for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+    {
+        if (material.maps[i].texture.id > 0)
+        {
+            glActiveTexture(GL_TEXTURE0 + i);
+            if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
+            else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
+
+            glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
+        }
+    }
+
+    // Bind vertex array objects (or VBOs)
+    if (vaoSupported) glBindVertexArray(mesh.vaoId);
+    else
+    {
+        // TODO: Simplify VBO binding into a for loop
+
+        // Bind mesh VBO data: vertex position (shader-location = 0)
+        glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+        glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+        glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
+
+        // Bind mesh VBO data: vertex texcoords (shader-location = 1)
+        glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+        glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+        glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
+
+        // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
+        if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
+        }
+
+        // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
+        if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
+        {
+            if (mesh.vboId[3] != 0)
+            {
+                glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+                glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+                glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
+            }
+            else
+            {
+                // Set default value for unused attribute
+                // NOTE: Required when using default shader and no VAO support
+                glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
+                glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
+            }
+        }
+
+        // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+        if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
+            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
+        }
+
+        // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
+        if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
+        {
+            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
+            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
+        }
+
+        if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
+    }
+
+    int eyesCount = 1;
+#if defined(SUPPORT_VR_SIMULATOR)
+    if (vrStereoRender) eyesCount = 2;
+#endif
+
+    for (int eye = 0; eye < eyesCount; eye++)
+    {
+        if (eyesCount == 1) modelview = matModelView;
+        #if defined(SUPPORT_VR_SIMULATOR)
+        else SetStereoView(eye, matProjection, matModelView);
+        #endif
+
+        // Calculate model-view-projection matrix (MVP)
+        Matrix matMVP = MatrixMultiply(modelview, projection);        // Transform to screen-space coordinates
+
+        // Send combined model-view-projection matrix to shader
+        glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
+
+        // Draw call!
+        if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
+        else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+    }
+
+    // Unbind all binded texture maps
+    for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+    {
+        glActiveTexture(GL_TEXTURE0 + i);       // Set shader active texture
+        if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+        else glBindTexture(GL_TEXTURE_2D, 0);   // Unbind current active texture
+    }
+
+    // Unind vertex array objects (or VBOs)
+    if (vaoSupported) glBindVertexArray(0);
+    else
+    {
+        glBindBuffer(GL_ARRAY_BUFFER, 0);
+        if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+    }
+
+    // Unbind shader program
+    glUseProgram(0);
+
+    // Restore projection/modelview matrices
+    // NOTE: In stereo rendering matrices are being modified to fit every eye
+    projection = matProjection;
+    modelview = matView;
+#endif
+}
+
+// Unload mesh data from CPU and GPU
+void rlUnloadMesh(Mesh *mesh)
+{
+    if (mesh->vertices != NULL) free(mesh->vertices);
+    if (mesh->texcoords != NULL) free(mesh->texcoords);
+    if (mesh->normals != NULL) free(mesh->normals);
+    if (mesh->colors != NULL) free(mesh->colors);
+    if (mesh->tangents != NULL) free(mesh->tangents);
+    if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
+    if (mesh->indices != NULL) free(mesh->indices);
+
+    rlDeleteBuffers(mesh->vboId[0]);   // vertex
+    rlDeleteBuffers(mesh->vboId[1]);   // texcoords
+    rlDeleteBuffers(mesh->vboId[2]);   // normals
+    rlDeleteBuffers(mesh->vboId[3]);   // colors
+    rlDeleteBuffers(mesh->vboId[4]);   // tangents
+    rlDeleteBuffers(mesh->vboId[5]);   // texcoords2
+    rlDeleteBuffers(mesh->vboId[6]);   // indices
+
+    rlDeleteVertexArrays(mesh->vaoId);
+}
+
+// Read screen pixel data (color buffer)
+unsigned char *rlReadScreenPixels(int width, int height)
+{
+    unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
+
+    // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
+    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
+
+    // Flip image vertically!
+    unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
+
+    for (int y = height - 1; y >= 0; y--)
+    {
+        for (int x = 0; x < (width*4); x++)
+        {
+            // Flip line
+            imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
+
+            // Set alpha component value to 255 (no trasparent image retrieval)
+            // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
+            if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
+        }
+    }
+
+    free(screenData);
+
+    return imgData;     // NOTE: image data should be freed
+}
+
+// Read texture pixel data
+// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
+// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
+void *rlReadTexturePixels(Texture2D texture)
+{
+    void *pixels = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    glBindTexture(GL_TEXTURE_2D, texture.id);
+
+    // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+    /*
+    int width, height, format;
+    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
+    // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
+    */
+
+    // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
+    // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
+    // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
+    // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
+    glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+    int glInternalFormat, glFormat, glType;
+	GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
+    unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
+
+    if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
+    {
+        pixels = (unsigned char *)malloc(size);
+        glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+    }
+    else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
+
+    // NOTE: Two possible Options:
+    // 1 - Bind texture to color fbo attachment and glReadPixels()
+    // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
+
+#define GET_TEXTURE_FBO_OPTION_1    // It works
+#if defined(GET_TEXTURE_FBO_OPTION_1)
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
+    glBindTexture(GL_TEXTURE_2D, 0);
+
+    // Attach our texture to FBO -> Texture must be RGBA
+    // NOTE: Previoust attached texture is automatically detached
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
+
+    pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
+
+    // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
+    glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+    // Re-attach internal FBO color texture before deleting it
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+#elif defined(GET_TEXTURE_FBO_OPTION_2)
+    // Render texture to fbo
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
+
+    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+    glClearDepthf(1.0f);
+    //glDisable(GL_TEXTURE_2D);
+    glEnable(GL_DEPTH_TEST);
+    //glDisable(GL_BLEND);
+
+    glViewport(0, 0, texture.width, texture.height);
+    rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
+
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    glUseProgram(GetShaderDefault().id);
+    glBindTexture(GL_TEXTURE_2D, texture.id);
+    GenDrawQuad();
+    glBindTexture(GL_TEXTURE_2D, 0);
+    glUseProgram(0);
+
+    pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
+
+    glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+    // Bind framebuffer 0, which means render to back buffer
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    // Reset viewport dimensions to default
+    glViewport(0, 0, screenWidth, screenHeight);
+
+#endif // GET_TEXTURE_FBO_OPTION
+
+    // Clean up temporal fbo
+    rlDeleteRenderTextures(fbo);
+
+#endif
+
+    return pixels;
+}
+
+/*
+// TODO: Record draw calls to be processed in batch
+// NOTE: Global state must be kept
+void rlRecordDraw(void)
+{
+    // TODO: Before adding a new draw, check if anything changed from last stored draw
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    draws[drawsCounter].vaoId = currentState.vaoId;             // lines.id, trangles.id, quads.id?
+    draws[drawsCounter].textureId = currentState.textureId;     // whiteTexture?
+    draws[drawsCounter].shaderId = currentState.shaderId;       // defaultShader.id
+    draws[drawsCounter].projection = projection;
+    draws[drawsCounter].modelview = modelview;
+    draws[drawsCounter].vertexCount = currentState.vertexCount;
+
+    drawsCounter++;
+#endif
+}
+*/
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Shaders Functions
+// NOTE: Those functions are exposed directly to the user in raylib.h
+//----------------------------------------------------------------------------------
+
+// Get default internal texture (white texture)
+Texture2D GetTextureDefault(void)
+{
+    Texture2D texture;
+
+    texture.id = whiteTexture;
+    texture.width = 1;
+    texture.height = 1;
+    texture.mipmaps = 1;
+    texture.format = UNCOMPRESSED_R8G8B8A8;
+
+    return texture;
+}
+
+// Get default shader
+Shader GetShaderDefault(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    return defaultShader;
+#else
+    Shader shader = { 0 };
+    return shader;
+#endif
+}
+
+// Load text data from file
+// NOTE: text chars array should be freed manually
+char *LoadText(const char *fileName)
+{
+    FILE *textFile;
+    char *text = NULL;
+
+    int count = 0;
+
+    if (fileName != NULL)
+    {
+        textFile = fopen(fileName,"rt");
+
+        if (textFile != NULL)
+        {
+            fseek(textFile, 0, SEEK_END);
+            count = ftell(textFile);
+            rewind(textFile);
+
+            if (count > 0)
+            {
+                text = (char *)malloc(sizeof(char)*(count + 1));
+                count = fread(text, sizeof(char), count, textFile);
+                text[count] = '\0';
+            }
+
+            fclose(textFile);
+        }
+        else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
+    }
+
+    return text;
+}
+
+// Load shader from files and bind default locations
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
+{
+    Shader shader = { 0 };
+
+    char *vShaderStr = NULL;
+    char *fShaderStr = NULL;
+
+    if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
+    if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
+
+    shader = LoadShaderCode(vShaderStr, fShaderStr);
+
+    if (vShaderStr != NULL) free(vShaderStr);
+    if (fShaderStr != NULL) free(fShaderStr);
+
+    return shader;
+}
+
+// Load shader from code strings
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShaderCode(char *vsCode, char *fsCode)
+{
+    Shader shader = { 0 };
+
+    // NOTE: All locations must be reseted to -1 (no location)
+    for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    unsigned int vertexShaderId = defaultVShaderId;
+    unsigned int fragmentShaderId = defaultFShaderId;
+
+    if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
+    if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
+
+    if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
+    else
+    {
+        shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+        if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
+        if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
+
+        if (shader.id == 0)
+        {
+            TraceLog(LOG_WARNING, "Custom shader could not be loaded");
+            shader = defaultShader;
+        }
+
+        // After shader loading, we TRY to set default location names
+        if (shader.id > 0) SetShaderDefaultLocations(&shader);
+    }
+
+    // Get available shader uniforms
+    // NOTE: This information is useful for debug...
+    int uniformCount = -1;
+
+    glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+    for(int i = 0; i < uniformCount; i++)
+    {
+        int namelen = -1;
+        int num = -1;
+        char name[256]; // Assume no variable names longer than 256
+        GLenum type = GL_ZERO;
+
+        // Get the name of the uniforms
+        glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
+
+        name[namelen] = 0;
+
+        // Get the location of the named uniform
+        GLuint location = glGetUniformLocation(shader.id, name);
+
+        TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
+    }
+#endif
+
+    return shader;
+}
+
+// Unload shader from GPU memory (VRAM)
+void UnloadShader(Shader shader)
+{
+    if (shader.id > 0)
+    {
+        rlDeleteShader(shader.id);
+        TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
+    }
+}
+
+// Begin custom shader mode
+void BeginShaderMode(Shader shader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (currentShader.id != shader.id)
+    {
+        rlglDraw();
+        currentShader = shader;
+    }
+#endif
+}
+
+// End custom shader mode (returns to default shader)
+void EndShaderMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    BeginShaderMode(defaultShader);
+#endif
+}
+
+// Get shader uniform location
+int GetShaderLocation(Shader shader, const char *uniformName)
+{
+    int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    location = glGetUniformLocation(shader.id, uniformName);
+
+    if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
+    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
+#endif
+    return location;
+}
+
+// Set shader uniform value (float)
+void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glUseProgram(shader.id);
+
+    if (size == 1) glUniform1fv(uniformLoc, 1, value);          // Shader uniform type: float
+    else if (size == 2) glUniform2fv(uniformLoc, 1, value);     // Shader uniform type: vec2
+    else if (size == 3) glUniform3fv(uniformLoc, 1, value);     // Shader uniform type: vec3
+    else if (size == 4) glUniform4fv(uniformLoc, 1, value);     // Shader uniform type: vec4
+    else TraceLog(LOG_WARNING, "Shader value float array size not supported");
+
+    //glUseProgram(0);      // Avoid reseting current shader program, in case other uniforms are set
+#endif
+}
+
+// Set shader uniform value (int)
+void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glUseProgram(shader.id);
+
+    if (size == 1) glUniform1iv(uniformLoc, 1, value);          // Shader uniform type: int
+    else if (size == 2) glUniform2iv(uniformLoc, 1, value);     // Shader uniform type: ivec2
+    else if (size == 3) glUniform3iv(uniformLoc, 1, value);     // Shader uniform type: ivec3
+    else if (size == 4) glUniform4iv(uniformLoc, 1, value);     // Shader uniform type: ivec4
+    else TraceLog(LOG_WARNING, "Shader value int array size not supported");
+
+    //glUseProgram(0);
+#endif
+}
+
+// Set shader uniform value (matrix 4x4)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glUseProgram(shader.id);
+
+    glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
+
+    //glUseProgram(0);
+#endif
+}
+
+// Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixProjection(Matrix proj)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    projection = proj;
+#endif
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void SetMatrixModelview(Matrix view)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    modelview = view;
+#endif
+}
+
+// Return internal modelview matrix
+Matrix GetMatrixModelview()
+{
+    Matrix matrix = MatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_11)
+    float mat[16];
+    glGetFloatv(GL_MODELVIEW_MATRIX, mat);
+#else
+    matrix = modelview;
+#endif
+    return matrix;
+}
+
+// Generate cubemap texture from HDR texture
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
+{
+    Texture2D cubemap = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+    // Other locations should be setup externally in shader before calling the function
+
+    // Set up depth face culling and cubemap seamless
+    glDisable(GL_CULL_FACE);
+#if defined(GRAPHICS_API_OPENGL_33)
+    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);     // Flag not supported on OpenGL ES 2.0
+#endif
+
+
+    // Setup framebuffer
+    unsigned int fbo, rbo;
+    glGenFramebuffers(1, &fbo);
+    glGenRenderbuffers(1, &rbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+    // Set up cubemap to render and attach to framebuffer
+    // NOTE: faces are stored with 16 bit floating point values
+    glGenTextures(1, &cubemap.id);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+    for (unsigned int i = 0; i < 6; i++)
+        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#if defined(GRAPHICS_API_OPENGL_33)
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);  // Flag not supported on OpenGL ES 2.0
+#endif
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+    // Create projection (transposed) and different views for each face
+    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+    //MatrixTranspose(&fboProjection);
+    Matrix fboViews[6] = {
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+    };
+
+    // Convert HDR equirectangular environment map to cubemap equivalent
+    glUseProgram(shader.id);
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_2D, skyHDR.id);
+    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+    // Note: don't forget to configure the viewport to the capture dimensions
+    glViewport(0, 0, size, size);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+    for (unsigned int i = 0; i < 6; i++)
+    {
+        SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+        GenDrawCube();
+    }
+
+    // Unbind framebuffer and textures
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    // Reset viewport dimensions to default
+    glViewport(0, 0, screenWidth, screenHeight);
+    //glEnable(GL_CULL_FACE);
+
+    cubemap.width = size;
+    cubemap.height = size;
+#endif
+    return cubemap;
+}
+
+// Generate irradiance texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
+{
+    Texture2D irradiance = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+    // Other locations should be setup externally in shader before calling the function
+
+    // Setup framebuffer
+    unsigned int fbo, rbo;
+    glGenFramebuffers(1, &fbo);
+    glGenRenderbuffers(1, &rbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+    // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
+    glGenTextures(1, &irradiance.id);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
+    for (unsigned int i = 0; i < 6; i++)
+        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+    // Create projection (transposed) and different views for each face
+    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+    //MatrixTranspose(&fboProjection);
+    Matrix fboViews[6] = {
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+    };
+
+    // Solve diffuse integral by convolution to create an irradiance cubemap
+    glUseProgram(shader.id);
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+    // Note: don't forget to configure the viewport to the capture dimensions
+    glViewport(0, 0, size, size);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+    for (unsigned int i = 0; i < 6; i++)
+    {
+        SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+        GenDrawCube();
+    }
+
+    // Unbind framebuffer and textures
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    // Reset viewport dimensions to default
+    glViewport(0, 0, screenWidth, screenHeight);
+
+    irradiance.width = size;
+    irradiance.height = size;
+#endif
+    return irradiance;
+}
+
+// Generate prefilter texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
+{
+    Texture2D prefilter = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+    // Other locations should be setup externally in shader before calling the function
+    // TODO: Locations should be taken out of this function... too shader dependant...
+    int roughnessLoc = GetShaderLocation(shader, "roughness");
+
+    // Setup framebuffer
+    unsigned int fbo, rbo;
+    glGenFramebuffers(1, &fbo);
+    glGenRenderbuffers(1, &rbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+    // Create a prefiltered HDR environment map
+    glGenTextures(1, &prefilter.id);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
+    for (unsigned int i = 0; i < 6; i++)
+        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+    // Generate mipmaps for the prefiltered HDR texture
+    glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+
+    // Create projection (transposed) and different views for each face
+    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+    //MatrixTranspose(&fboProjection);
+    Matrix fboViews[6] = {
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+    };
+
+    // Prefilter HDR and store data into mipmap levels
+    glUseProgram(shader.id);
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+    #define MAX_MIPMAP_LEVELS   5   // Max number of prefilter texture mipmaps
+
+    for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
+    {
+        // Resize framebuffer according to mip-level size.
+        unsigned int mipWidth  = size*powf(0.5f, mip);
+        unsigned int mipHeight = size*powf(0.5f, mip);
+
+        glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
+        glViewport(0, 0, mipWidth, mipHeight);
+
+        float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
+        glUniform1f(roughnessLoc, roughness);
+
+        for (unsigned int i = 0; i < 6; ++i)
+        {
+            SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
+            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+            GenDrawCube();
+        }
+    }
+
+    // Unbind framebuffer and textures
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    // Reset viewport dimensions to default
+    glViewport(0, 0, screenWidth, screenHeight);
+
+    prefilter.width = size;
+    prefilter.height = size;
+#endif
+    return prefilter;
+}
+
+// Generate BRDF texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
+{
+    Texture2D brdf = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+    // Generate BRDF convolution texture
+    glGenTextures(1, &brdf.id);
+    glBindTexture(GL_TEXTURE_2D, brdf.id);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+    // Render BRDF LUT into a quad using FBO
+    unsigned int fbo, rbo;
+    glGenFramebuffers(1, &fbo);
+    glGenRenderbuffers(1, &rbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
+
+    glViewport(0, 0, size, size);
+    glUseProgram(shader.id);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    GenDrawQuad();
+
+    // Unbind framebuffer and textures
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    // Reset viewport dimensions to default
+    glViewport(0, 0, screenWidth, screenHeight);
+
+    brdf.width = size;
+    brdf.height = size;
+#endif
+    return brdf;
+}
+
+// Begin blending mode (alpha, additive, multiplied)
+// NOTE: Only 3 blending modes supported, default blend mode is alpha
+void BeginBlendMode(int mode)
+{
+    if ((blendMode != mode) && (mode < 3))
+    {
+        rlglDraw();
+
+        switch (mode)
+        {
+            case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
+            case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
+            case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
+            default: break;
+        }
+
+        blendMode = mode;
+    }
+}
+
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+    BeginBlendMode(BLEND_ALPHA);
+}
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// Get VR device information for some standard devices
+VrDeviceInfo GetVrDeviceInfo(int vrDeviceType)
+{
+    VrDeviceInfo hmd = { 0 };                // Current VR device info
+
+    switch (vrDeviceType)
+    {
+        case HMD_DEFAULT_DEVICE:
+        case HMD_OCULUS_RIFT_CV1:
+        {
+            // Oculus Rift CV1 parameters
+            // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
+            // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
+            // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
+            // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
+            // but result is not the same obtained with Oculus PC SDK.
+            hmd.hResolution = 2160;                 // HMD horizontal resolution in pixels
+            hmd.vResolution = 1200;                 // HMD vertical resolution in pixels
+            hmd.hScreenSize = 0.133793f;            // HMD horizontal size in meters
+            hmd.vScreenSize = 0.0669f;              // HMD vertical size in meters
+            hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
+            hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
+            hmd.lensSeparationDistance = 0.07f;     // HMD lens separation distance in meters
+            hmd.interpupillaryDistance = 0.07f;     // HMD IPD (distance between pupils) in meters
+            hmd.lensDistortionValues[0] = 1.0f;     // HMD lens distortion constant parameter 0
+            hmd.lensDistortionValues[1] = 0.22f;    // HMD lens distortion constant parameter 1
+            hmd.lensDistortionValues[2] = 0.24f;    // HMD lens distortion constant parameter 2
+            hmd.lensDistortionValues[3] = 0.0f;     // HMD lens distortion constant parameter 3
+            hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
+            hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
+            hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
+            hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
+
+            TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
+        } break;
+        case HMD_OCULUS_RIFT_DK2:
+        {
+            // Oculus Rift DK2 parameters
+            hmd.hResolution = 1280;                 // HMD horizontal resolution in pixels
+            hmd.vResolution = 800;                  // HMD vertical resolution in pixels
+            hmd.hScreenSize = 0.14976f;             // HMD horizontal size in meters
+            hmd.vScreenSize = 0.09356f;             // HMD vertical size in meters
+            hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
+            hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
+            hmd.lensSeparationDistance = 0.0635f;   // HMD lens separation distance in meters
+            hmd.interpupillaryDistance = 0.064f;    // HMD IPD (distance between pupils) in meters
+            hmd.lensDistortionValues[0] = 1.0f;     // HMD lens distortion constant parameter 0
+            hmd.lensDistortionValues[1] = 0.22f;    // HMD lens distortion constant parameter 1
+            hmd.lensDistortionValues[2] = 0.24f;    // HMD lens distortion constant parameter 2
+            hmd.lensDistortionValues[3] = 0.0f;     // HMD lens distortion constant parameter 3
+            hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
+            hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
+            hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
+            hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
+
+            TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
+        } break;
+        case HMD_OCULUS_GO:
+        {
+            // TODO: Provide device display and lens parameters
+        }
+        case HMD_VALVE_HTC_VIVE:
+        {
+            // TODO: Provide device display and lens parameters
+        }
+        case HMD_SONY_PSVR:
+        {
+            // TODO: Provide device display and lens parameters
+        }
+        default: break;
+    }
+
+    return hmd;
+}
+
+// Init VR simulator for selected device parameters
+// NOTE: It modifies the global variable: VrStereoConfig vrConfig
+void InitVrSimulator(VrDeviceInfo info)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Initialize framebuffer and textures for stereo rendering
+    // NOTE: Screen size should match HMD aspect ratio
+    vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
+
+#if defined(SUPPORT_DISTORTION_SHADER)
+    // Load distortion shader
+    vrConfig.distortionShader = LoadShaderCode(NULL, distortionFShaderStr);
+
+    if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
+#endif
+
+    // Set VR configutarion parameters, including distortion shader
+    SetStereoConfig(info);
+
+    vrSimulatorReady = true;
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
+#endif
+}
+
+// Close VR simulator for current device
+void CloseVrSimulator(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (vrSimulatorReady)
+    {
+        rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
+        #if defined(SUPPORT_DISTORTION_SHADER)
+        UnloadShader(vrConfig.distortionShader);    // Unload distortion shader
+        #endif
+    }
+#endif
+}
+
+// Detect if VR simulator is running
+bool IsVrSimulatorReady(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    return vrSimulatorReady;
+#else
+    return false;
+#endif
+}
+
+// Set VR distortion shader for stereoscopic rendering
+// TODO: Review VR system to be more flexible, move distortion shader to user side
+void SetVrDistortionShader(Shader shader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    vrConfig.distortionShader = shader;
+
+    //SetStereoConfig(info);  // TODO: Must be reviewed to set new distortion shader uniform values...
+#endif
+}
+
+// Enable/Disable VR experience (device or simulator)
+void ToggleVrMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    vrSimulatorReady = !vrSimulatorReady;
+
+    if (!vrSimulatorReady)
+    {
+        vrStereoRender = false;
+
+        // Reset viewport and default projection-modelview matrices
+        rlViewport(0, 0, screenWidth, screenHeight);
+        projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
+        modelview = MatrixIdentity();
+    }
+    else vrStereoRender = true;
+#endif
+}
+
+// Update VR tracking (position and orientation) and camera
+// NOTE: Camera (position, target, up) gets update with head tracking information
+void UpdateVrTracking(Camera *camera)
+{
+    // TODO: Simulate 1st person camera system
+}
+
+// Begin Oculus drawing configuration
+void BeginVrDrawing(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (vrSimulatorReady)
+    {
+        // Setup framebuffer for stereo rendering
+        rlEnableRenderTexture(vrConfig.stereoFbo.id);
+
+        // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
+        // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
+        //     - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
+        //     - Do NOT enable GL_FRAMEBUFFER_SRGB
+        //glEnable(GL_FRAMEBUFFER_SRGB);
+
+        //glViewport(0, 0, buffer.width, buffer.height);        // Useful if rendering to separate framebuffers (every eye)
+        rlClearScreenBuffers();             // Clear current framebuffer(s)
+
+        vrStereoRender = true;
+    }
+#endif
+}
+
+// End Oculus drawing process (and desktop mirror)
+void EndVrDrawing(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (vrSimulatorReady)
+    {
+        vrStereoRender = false;         // Disable stereo render
+
+        rlDisableRenderTexture();       // Unbind current framebuffer
+
+        rlClearScreenBuffers();         // Clear current framebuffer
+
+        // Set viewport to default framebuffer size (screen size)
+        rlViewport(0, 0, screenWidth, screenHeight);
+
+        // Let rlgl reconfigure internal matrices
+        rlMatrixMode(RL_PROJECTION);                            // Enable internal projection matrix
+        rlLoadIdentity();                                       // Reset internal projection matrix
+        rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+        rlMatrixMode(RL_MODELVIEW);                             // Enable internal modelview matrix
+        rlLoadIdentity();                                       // Reset internal modelview matrix
+
+#if defined(SUPPORT_DISTORTION_SHADER)
+        // Draw RenderTexture (stereoFbo) using distortion shader
+        currentShader = vrConfig.distortionShader;
+#else
+        currentShader = GetShaderDefault();
+#endif
+
+        rlEnableTexture(vrConfig.stereoFbo.texture.id);
+
+        rlPushMatrix();
+            rlBegin(RL_QUADS);
+                rlColor4ub(255, 255, 255, 255);
+                rlNormal3f(0.0f, 0.0f, 1.0f);
+
+                // Bottom-left corner for texture and quad
+                rlTexCoord2f(0.0f, 1.0f);
+                rlVertex2f(0.0f, 0.0f);
+
+                // Bottom-right corner for texture and quad
+                rlTexCoord2f(0.0f, 0.0f);
+                rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
+
+                // Top-right corner for texture and quad
+                rlTexCoord2f(1.0f, 0.0f);
+                rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
+
+                // Top-left corner for texture and quad
+                rlTexCoord2f(1.0f, 1.0f);
+                rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
+            rlEnd();
+        rlPopMatrix();
+
+        rlDisableTexture();
+
+        // Update and draw render texture fbo with distortion to backbuffer
+        UpdateBuffersDefault();
+        DrawBuffersDefault();
+
+        // Restore defaultShader
+        currentShader = defaultShader;
+
+        // Reset viewport and default projection-modelview matrices
+        rlViewport(0, 0, screenWidth, screenHeight);
+        projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
+        modelview = MatrixIdentity();
+
+        rlDisableDepthTest();
+    }
+#endif
+}
+#endif          // SUPPORT_VR_SIMULATOR
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Compile custom shader and return shader id
+static unsigned int CompileShader(const char *shaderStr, int type)
+{
+    unsigned int shader = glCreateShader(type);
+    glShaderSource(shader, 1, &shaderStr, NULL);
+
+    GLint success = 0;
+    glCompileShader(shader);
+    glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+
+    if (success != GL_TRUE)
+    {
+        TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
+        int maxLength = 0;
+        int length;
+        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+
+#if defined(_MSC_VER)
+        char *log = malloc(maxLength);
+#else
+        char log[maxLength];
+#endif
+        glGetShaderInfoLog(shader, maxLength, &length, log);
+
+        TraceLog(LOG_INFO, "%s", log);
+
+#if defined(_MSC_VER)
+        free(log);
+#endif
+    }
+    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
+
+    return shader;
+}
+
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+    unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+    GLint success = 0;
+    program = glCreateProgram();
+
+    glAttachShader(program, vShaderId);
+    glAttachShader(program, fShaderId);
+
+    // NOTE: Default attribute shader locations must be binded before linking
+    glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
+    glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
+    glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
+    glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
+    glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
+    glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+
+    // NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+    glLinkProgram(program);
+
+    // NOTE: All uniform variables are intitialised to 0 when a program links
+
+    glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+    if (success == GL_FALSE)
+    {
+        TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
+
+        int maxLength = 0;
+        int length;
+
+        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+#ifdef _MSC_VER
+        char *log = malloc(maxLength);
+#else
+        char log[maxLength];
+#endif
+        glGetProgramInfoLog(program, maxLength, &length, log);
+
+        TraceLog(LOG_INFO, "%s", log);
+
+#ifdef _MSC_VER
+        free(log);
+#endif
+        glDeleteProgram(program);
+
+        program = 0;
+    }
+    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+#endif
+    return program;
+}
+
+
+// Load default shader (just vertex positioning and texture coloring)
+// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
+static Shader LoadShaderDefault(void)
+{
+    Shader shader = { 0 };
+
+    // NOTE: All locations must be reseted to -1 (no location)
+    for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+    // Vertex shader directly defined, no external file required
+    char defaultVShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+    "#version 120                       \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    "#version 100                       \n"
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "attribute vec3 vertexPosition;     \n"
+    "attribute vec2 vertexTexCoord;     \n"
+    "attribute vec4 vertexColor;        \n"
+    "varying vec2 fragTexCoord;         \n"
+    "varying vec4 fragColor;            \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+    "#version 330                       \n"
+    "in vec3 vertexPosition;            \n"
+    "in vec2 vertexTexCoord;            \n"
+    "in vec4 vertexColor;               \n"
+    "out vec2 fragTexCoord;             \n"
+    "out vec4 fragColor;                \n"
+#endif
+    "uniform mat4 mvp;                  \n"
+    "void main()                        \n"
+    "{                                  \n"
+    "    fragTexCoord = vertexTexCoord; \n"
+    "    fragColor = vertexColor;       \n"
+    "    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
+    "}                                  \n";
+
+    // Fragment shader directly defined, no external file required
+    char defaultFShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+    "#version 120                       \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    "#version 100                       \n"
+    "precision mediump float;           \n"     // precision required for OpenGL ES2 (WebGL)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "varying vec2 fragTexCoord;         \n"
+    "varying vec4 fragColor;            \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+    "#version 330       \n"
+    "in vec2 fragTexCoord;              \n"
+    "in vec4 fragColor;                 \n"
+    "out vec4 finalColor;               \n"
+#endif
+    "uniform sampler2D texture0;        \n"
+    "uniform vec4 colDiffuse;           \n"
+    "void main()                        \n"
+    "{                                  \n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
+    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
+    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
+#endif
+    "}                                  \n";
+
+    // NOTE: Compiled vertex/fragment shaders are kept for re-use
+    defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER);     // Compile default vertex shader
+    defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER);   // Compile default fragment shader
+
+    shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
+
+    if (shader.id > 0)
+    {
+        TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
+
+        // Set default shader locations: attributes locations
+        shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
+        shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
+        shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
+
+        // Set default shader locations: uniform locations
+        shader.locs[LOC_MATRIX_MVP]  = glGetUniformLocation(shader.id, "mvp");
+        shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
+        shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
+
+        // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
+        // changed for external custom shaders, we just use direct bindings above
+        //SetShaderDefaultLocations(&shader);
+    }
+    else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
+
+    return shader;
+}
+
+// Get location handlers to for shader attributes and uniforms
+// NOTE: If any location is not found, loc point becomes -1
+static void SetShaderDefaultLocations(Shader *shader)
+{
+    // NOTE: Default shader attrib locations have been fixed before linking:
+    //          vertex position location    = 0
+    //          vertex texcoord location    = 1
+    //          vertex normal location      = 2
+    //          vertex color location       = 3
+    //          vertex tangent location     = 4
+    //          vertex texcoord2 location   = 5
+
+    // Get handles to GLSL input attibute locations
+    shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
+    shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
+    shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+    shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
+    shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
+    shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
+
+    // Get handles to GLSL uniform locations (vertex shader)
+    shader->locs[LOC_MATRIX_MVP]  = glGetUniformLocation(shader->id, "mvp");
+    shader->locs[LOC_MATRIX_PROJECTION]  = glGetUniformLocation(shader->id, "projection");
+    shader->locs[LOC_MATRIX_VIEW]  = glGetUniformLocation(shader->id, "view");
+
+    // Get handles to GLSL uniform locations (fragment shader)
+    shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
+    shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
+    shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
+    shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
+}
+
+// Unload default shader
+static void UnloadShaderDefault(void)
+{
+    glUseProgram(0);
+
+    glDetachShader(defaultShader.id, defaultVShaderId);
+    glDetachShader(defaultShader.id, defaultFShaderId);
+    glDeleteShader(defaultVShaderId);
+    glDeleteShader(defaultFShaderId);
+
+    glDeleteProgram(defaultShader.id);
+}
+
+// Load default internal buffers (lines, triangles, quads)
+static void LoadBuffersDefault(void)
+{
+    // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
+    //--------------------------------------------------------------------------------------------
+
+    // Lines - Initialize arrays (vertex position and color data)
+    lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH);        // 3 float by vertex, 2 vertex by line
+    lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH);  // 4 float by color, 2 colors by line
+    lines.texcoords = NULL;
+    lines.indices = NULL;
+
+    for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
+    for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
+
+    lines.vCounter = 0;
+    lines.cCounter = 0;
+    lines.tcCounter = 0;
+
+    // Triangles - Initialize arrays (vertex position and color data)
+    triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH);        // 3 float by vertex, 3 vertex by triangle
+    triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH);  // 4 float by color, 3 colors by triangle
+    triangles.texcoords = NULL;
+    triangles.indices = NULL;
+
+    for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
+    for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
+
+    triangles.vCounter = 0;
+    triangles.cCounter = 0;
+    triangles.tcCounter = 0;
+
+    // Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
+    quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH);        // 3 float by vertex, 4 vertex by quad
+    quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH);       // 2 float by texcoord, 4 texcoord by quad
+    quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH);  // 4 float by color, 4 colors by quad
+#if defined(GRAPHICS_API_OPENGL_33)
+    quads.indices = (unsigned int *)malloc(sizeof(unsigned int)*6*MAX_QUADS_BATCH);      // 6 int by quad (indices)
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    quads.indices = (unsigned short *)malloc(sizeof(unsigned short)*6*MAX_QUADS_BATCH);  // 6 int by quad (indices)
+#endif
+
+    for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
+    for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
+    for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
+
+    int k = 0;
+
+    // Indices can be initialized right now
+    for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
+    {
+        quads.indices[i] = 4*k;
+        quads.indices[i+1] = 4*k+1;
+        quads.indices[i+2] = 4*k+2;
+        quads.indices[i+3] = 4*k;
+        quads.indices[i+4] = 4*k+2;
+        quads.indices[i+5] = 4*k+3;
+
+        k++;
+    }
+
+    quads.vCounter = 0;
+    quads.tcCounter = 0;
+    quads.cCounter = 0;
+
+    TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
+    //--------------------------------------------------------------------------------------------
+
+    // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
+    // NOTE: Default buffers are linked to use currentShader (defaultShader)
+    //--------------------------------------------------------------------------------------------
+
+    // Upload and link lines vertex buffers
+    if (vaoSupported)
+    {
+        // Initialize Lines VAO
+        glGenVertexArrays(1, &lines.vaoId);
+        glBindVertexArray(lines.vaoId);
+    }
+
+    // Lines - Vertex buffers binding and attributes enable
+    // Vertex position buffer (shader-location = 0)
+    glGenBuffers(2, &lines.vboId[0]);
+    glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
+    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+    // Vertex color buffer (shader-location = 3)
+    glGenBuffers(2, &lines.vboId[1]);
+    glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
+    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
+    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
+
+    // Upload and link triangles vertex buffers
+    if (vaoSupported)
+    {
+        // Initialize Triangles VAO
+        glGenVertexArrays(1, &triangles.vaoId);
+        glBindVertexArray(triangles.vaoId);
+    }
+
+    // Triangles - Vertex buffers binding and attributes enable
+    // Vertex position buffer (shader-location = 0)
+    glGenBuffers(1, &triangles.vboId[0]);
+    glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
+    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+    // Vertex color buffer (shader-location = 3)
+    glGenBuffers(1, &triangles.vboId[1]);
+    glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
+    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
+    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
+
+    // Upload and link quads vertex buffers
+    if (vaoSupported)
+    {
+        // Initialize Quads VAO
+        glGenVertexArrays(1, &quads.vaoId);
+        glBindVertexArray(quads.vaoId);
+    }
+
+    // Quads - Vertex buffers binding and attributes enable
+    // Vertex position buffer (shader-location = 0)
+    glGenBuffers(1, &quads.vboId[0]);
+    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
+    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+    // Vertex texcoord buffer (shader-location = 1)
+    glGenBuffers(1, &quads.vboId[1]);
+    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
+    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
+    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+
+    // Vertex color buffer (shader-location = 3)
+    glGenBuffers(1, &quads.vboId[2]);
+    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
+    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+    // Fill index buffer
+    glGenBuffers(1, &quads.vboId[3]);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+#if defined(GRAPHICS_API_OPENGL_33)
+    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
+#endif
+
+    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
+    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
+
+    // Unbind the current VAO
+    if (vaoSupported) glBindVertexArray(0);
+    //--------------------------------------------------------------------------------------------
+}
+
+// Update default internal buffers (VAOs/VBOs) with vertex array data
+// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
+// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
+static void UpdateBuffersDefault(void)
+{
+    // Update lines vertex buffers
+    if (lines.vCounter > 0)
+    {
+        // Activate Lines VAO
+        if (vaoSupported) glBindVertexArray(lines.vaoId);
+
+        // Lines - vertex positions buffer
+        glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices);    // target - offset (in bytes) - size (in bytes) - data pointer
+
+        // Lines - colors buffer
+        glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
+    }
+
+    // Update triangles vertex buffers
+    if (triangles.vCounter > 0)
+    {
+        // Activate Triangles VAO
+        if (vaoSupported) glBindVertexArray(triangles.vaoId);
+
+        // Triangles - vertex positions buffer
+        glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
+
+        // Triangles - colors buffer
+        glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
+    }
+
+    // Update quads vertex buffers
+    if (quads.vCounter > 0)
+    {
+        // Activate Quads VAO
+        if (vaoSupported) glBindVertexArray(quads.vaoId);
+
+        // Quads - vertex positions buffer
+        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
+
+        // Quads - texture coordinates buffer
+        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
+
+        // Quads - colors buffer
+        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
+
+        // Another option would be using buffer mapping...
+        //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+        // Now we can modify vertices
+        //glUnmapBuffer(GL_ARRAY_BUFFER);
+    }
+    //--------------------------------------------------------------
+
+    // Unbind the current VAO
+    if (vaoSupported) glBindVertexArray(0);
+}
+
+// Draw default internal buffers vertex data
+// NOTE: We draw in this order: lines, triangles, quads
+static void DrawBuffersDefault(void)
+{
+    Matrix matProjection = projection;
+    Matrix matModelView = modelview;
+
+    int eyesCount = 1;
+#if defined(SUPPORT_VR_SIMULATOR)
+    if (vrStereoRender) eyesCount = 2;
+#endif
+
+    for (int eye = 0; eye < eyesCount; eye++)
+    {
+        #if defined(SUPPORT_VR_SIMULATOR)
+        if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
+        #endif
+
+        // Set current shader and upload current MVP matrix
+        if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
+        {
+            glUseProgram(currentShader.id);
+
+            // Create modelview-projection matrix
+            Matrix matMVP = MatrixMultiply(modelview, projection);
+
+            glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
+            glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+            glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
+
+            // NOTE: Additional map textures not considered for default buffers drawing
+        }
+
+        // Draw lines buffers
+        if (lines.vCounter > 0)
+        {
+            glActiveTexture(GL_TEXTURE0);
+            glBindTexture(GL_TEXTURE_2D, whiteTexture);
+
+            if (vaoSupported)
+            {
+                glBindVertexArray(lines.vaoId);
+            }
+            else
+            {
+                // Bind vertex attrib: position (shader-location = 0)
+                glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
+                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+
+                // Bind vertex attrib: color (shader-location = 3)
+                glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
+                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+            }
+
+            glDrawArrays(GL_LINES, 0, lines.vCounter);
+
+            if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+            glBindTexture(GL_TEXTURE_2D, 0);
+        }
+
+        // Draw triangles buffers
+        if (triangles.vCounter > 0)
+        {
+            glActiveTexture(GL_TEXTURE0);
+            glBindTexture(GL_TEXTURE_2D, whiteTexture);
+
+            if (vaoSupported)
+            {
+                glBindVertexArray(triangles.vaoId);
+            }
+            else
+            {
+                // Bind vertex attrib: position (shader-location = 0)
+                glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
+                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+
+                // Bind vertex attrib: color (shader-location = 3)
+                glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
+                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+            }
+
+            glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
+
+            if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+            glBindTexture(GL_TEXTURE_2D, 0);
+        }
+
+        // Draw quads buffers
+        if (quads.vCounter > 0)
+        {
+            int quadsCount = 0;
+            int numIndicesToProcess = 0;
+            int indicesOffset = 0;
+
+            if (vaoSupported)
+            {
+                glBindVertexArray(quads.vaoId);
+            }
+            else
+            {
+                // Bind vertex attrib: position (shader-location = 0)
+                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
+                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+
+                // Bind vertex attrib: texcoord (shader-location = 1)
+                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
+                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
+
+                // Bind vertex attrib: color (shader-location = 3)
+                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
+                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+
+                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+            }
+
+            //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter);
+
+            for (int i = 0; i < drawsCounter; i++)
+            {
+                quadsCount = draws[i].vertexCount/4;
+                numIndicesToProcess = quadsCount*6;  // Get number of Quads*6 index by Quad
+
+                //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
+
+                glActiveTexture(GL_TEXTURE0);
+                glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
+
+                // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
+    #if defined(GRAPHICS_API_OPENGL_33)
+                glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
+    #elif defined(GRAPHICS_API_OPENGL_ES2)
+                glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
+    #endif
+                //GLenum err;
+                //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err);    //GL_INVALID_ENUM!
+
+                indicesOffset += draws[i].vertexCount/4*6;
+            }
+
+            if (!vaoSupported)
+            {
+                glBindBuffer(GL_ARRAY_BUFFER, 0);
+                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+            }
+
+            glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
+        }
+
+        if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+
+        glUseProgram(0);    // Unbind shader program
+    }
+
+    // Reset draws counter
+    drawsCounter = 1;
+    draws[0].textureId = whiteTexture;
+    draws[0].vertexCount = 0;
+
+    // Reset vertex counters for next frame
+    lines.vCounter = 0;
+    lines.cCounter = 0;
+    triangles.vCounter = 0;
+    triangles.cCounter = 0;
+    quads.vCounter = 0;
+    quads.tcCounter = 0;
+    quads.cCounter = 0;
+
+    // Reset depth for next draw
+    currentDepth = -1.0f;
+
+    // Restore projection/modelview matrices
+    projection = matProjection;
+    modelview = matModelView;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
+static void UnloadBuffersDefault(void)
+{
+    // Unbind everything
+    if (vaoSupported) glBindVertexArray(0);
+    glDisableVertexAttribArray(0);
+    glDisableVertexAttribArray(1);
+    glDisableVertexAttribArray(2);
+    glDisableVertexAttribArray(3);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+    // Delete VBOs from GPU (VRAM)
+    glDeleteBuffers(1, &lines.vboId[0]);
+    glDeleteBuffers(1, &lines.vboId[1]);
+    glDeleteBuffers(1, &triangles.vboId[0]);
+    glDeleteBuffers(1, &triangles.vboId[1]);
+    glDeleteBuffers(1, &quads.vboId[0]);
+    glDeleteBuffers(1, &quads.vboId[1]);
+    glDeleteBuffers(1, &quads.vboId[2]);
+    glDeleteBuffers(1, &quads.vboId[3]);
+
+    if (vaoSupported)
+    {
+        // Delete VAOs from GPU (VRAM)
+        glDeleteVertexArrays(1, &lines.vaoId);
+        glDeleteVertexArrays(1, &triangles.vaoId);
+        glDeleteVertexArrays(1, &quads.vaoId);
+    }
+
+    // Free vertex arrays memory from CPU (RAM)
+    free(lines.vertices);
+    free(lines.colors);
+
+    free(triangles.vertices);
+    free(triangles.colors);
+
+    free(quads.vertices);
+    free(quads.texcoords);
+    free(quads.colors);
+    free(quads.indices);
+}
+
+// Renders a 1x1 XY quad in NDC
+static void GenDrawQuad(void)
+{
+    unsigned int quadVAO = 0;
+    unsigned int quadVBO = 0;
+
+    float vertices[] = {
+        // Positions        // Texture Coords
+        -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+        -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+        1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+        1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+    };
+
+    // Set up plane VAO
+    glGenVertexArrays(1, &quadVAO);
+    glGenBuffers(1, &quadVBO);
+    glBindVertexArray(quadVAO);
+
+    // Fill buffer
+    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
+
+    // Link vertex attributes
+    glEnableVertexAttribArray(0);
+    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
+    glEnableVertexAttribArray(1);
+    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
+
+    // Draw quad
+    glBindVertexArray(quadVAO);
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    glBindVertexArray(0);
+
+    glDeleteBuffers(1, &quadVBO);
+    glDeleteVertexArrays(1, &quadVAO);
+}
+
+// Renders a 1x1 3D cube in NDC
+static void GenDrawCube(void)
+{
+    unsigned int cubeVAO = 0;
+    unsigned int cubeVBO = 0;
+
+    float vertices[] = {
+        -1.0f, -1.0f, -1.0f,  0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+        1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+        1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+        1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+        -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+        -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+        -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+        1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+        1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+        1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+        -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+        -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+        -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+        -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+        -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+        -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+        -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+        -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+        1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+        1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+        1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+        1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+        1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+        1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+        -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+        1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+        1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+        1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+        -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+        -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+        -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+        1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+        1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+        1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+        -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+        -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+    };
+
+    // Set up cube VAO
+    glGenVertexArrays(1, &cubeVAO);
+    glGenBuffers(1, &cubeVBO);
+
+    // Fill buffer
+    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+    // Link vertex attributes
+    glBindVertexArray(cubeVAO);
+    glEnableVertexAttribArray(0);
+    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
+    glEnableVertexAttribArray(1);
+    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
+    glEnableVertexAttribArray(2);
+    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindVertexArray(0);
+
+    // Draw cube
+    glBindVertexArray(cubeVAO);
+    glDrawArrays(GL_TRIANGLES, 0, 36);
+    glBindVertexArray(0);
+
+    glDeleteBuffers(1, &cubeVBO);
+    glDeleteVertexArrays(1, &cubeVAO);
+}
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// Configure stereo rendering (including distortion shader) with HMD device parameters
+// NOTE: It modifies the global variable: VrStereoConfig vrConfig
+static void SetStereoConfig(VrDeviceInfo hmd)
+{
+    // Compute aspect ratio
+    float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
+
+    // Compute lens parameters
+    float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
+    float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
+    float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
+    float leftScreenCenter[2] = { 0.25f, 0.5f };
+    float rightScreenCenter[2] = { 0.75f, 0.5f };
+
+    // Compute distortion scale parameters
+    // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
+    float lensRadius = fabs(-1.0f - 4.0f*lensShift);
+    float lensRadiusSq = lensRadius*lensRadius;
+    float distortionScale = hmd.lensDistortionValues[0] +
+                            hmd.lensDistortionValues[1]*lensRadiusSq +
+                            hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
+                            hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
+
+    TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
+
+    float normScreenWidth = 0.5f;
+    float normScreenHeight = 1.0f;
+    float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
+    float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
+
+    TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
+    TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
+    TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
+    TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
+
+#if defined(SUPPORT_DISTORTION_SHADER)
+    // Update distortion shader with lens and distortion-scale parameters
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
+
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
+#endif
+
+    // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
+    // ...but with lens distortion it is increased (see Oculus SDK Documentation)
+    //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance);     // Really need distortionScale?
+    float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
+
+    // Compute camera projection matrices
+    float projOffset = 4.0f*lensShift;      // Scaled to projection space coordinates [-1..1]
+    Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
+    vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+    vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+
+    // Compute camera transformation matrices
+    // NOTE: Camera movement might seem more natural if we model the head.
+    // Our axis of rotation is the base of our head, so we might want to add
+    // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+    vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+    vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+
+    // Compute eyes Viewports
+    vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
+    vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
+}
+
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
+{
+    Matrix eyeProjection = matProjection;
+    Matrix eyeModelView = matModelView;
+
+    // Setup viewport and projection/modelview matrices using tracking data
+    rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
+
+    // Apply view offset to modelview matrix
+    eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
+
+    // Set current eye projection matrix
+    eyeProjection = vrConfig.eyesProjection[eye];
+
+    SetMatrixModelview(eyeModelView);
+    SetMatrixProjection(eyeProjection);
+}
+#endif      // defined(SUPPORT_VR_SIMULATOR)
+
+#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Get OpenGL internal formats and data type from raylib PixelFormat
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType)
+{
+    *glInternalFormat = -1;
+    *glFormat = -1;
+    *glType = -1;
+
+    switch (format)
+    {
+    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+        // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+        case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
+        case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
+        case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+        case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+        case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+        case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+        case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+        #if !defined(GRAPHICS_API_OPENGL_11)
+        case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break;   // NOTE: Requires extension OES_texture_float
+        case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break;         // NOTE: Requires extension OES_texture_float
+        case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;    // NOTE: Requires extension OES_texture_float
+        #endif
+    #elif defined(GRAPHICS_API_OPENGL_33)
+        case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
+        case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
+        case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+        case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+        case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+        case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+        case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+        case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+        case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+        case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+    #endif
+        #if !defined(GRAPHICS_API_OPENGL_11)
+        case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+        case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+        case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+        case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+        case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+        case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+        case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+        case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break;    // NOTE: Requires PowerVR GPU
+        case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break;  // NOTE: Requires PowerVR GPU
+        case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+        case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+        #endif
+        default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
+    }
+}
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Mipmaps data is generated after image data
+// NOTE: Only works with RGBA (4 bytes) data!
+static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
+{
+    int mipmapCount = 1;                // Required mipmap levels count (including base level)
+    int width = baseWidth;
+    int height = baseHeight;
+    int size = baseWidth*baseHeight*4;  // Size in bytes (will include mipmaps...), RGBA only
+
+    // Count mipmap levels required
+    while ((width != 1) && (height != 1))
+    {
+        if (width != 1) width /= 2;
+        if (height != 1) height /= 2;
+
+        TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
+
+        mipmapCount++;
+
+        size += (width*height*4);       // Add mipmap size (in bytes)
+    }
+
+    TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
+    TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
+
+    unsigned char *temp = realloc(data, size);
+
+    if (temp != NULL) data = temp;
+    else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated");
+
+    width = baseWidth;
+    height = baseHeight;
+    size = (width*height*4);
+
+    // Generate mipmaps
+    // NOTE: Every mipmap data is stored after data
+    Color *image = (Color *)malloc(width*height*sizeof(Color));
+    Color *mipmap = NULL;
+    int offset = 0;
+    int j = 0;
+
+    for (int i = 0; i < size; i += 4)
+    {
+        image[j].r = data[i];
+        image[j].g = data[i + 1];
+        image[j].b = data[i + 2];
+        image[j].a = data[i + 3];
+        j++;
+    }
+
+    TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height);
+
+    for (int mip = 1; mip < mipmapCount; mip++)
+    {
+        mipmap = GenNextMipmap(image, width, height);
+
+        offset += (width*height*4); // Size of last mipmap
+        j = 0;
+
+        width /= 2;
+        height /= 2;
+        size = (width*height*4);    // Mipmap size to store after offset
+
+        // Add mipmap to data
+        for (int i = 0; i < size; i += 4)
+        {
+            data[offset + i] = mipmap[j].r;
+            data[offset + i + 1] = mipmap[j].g;
+            data[offset + i + 2] = mipmap[j].b;
+            data[offset + i + 3] = mipmap[j].a;
+            j++;
+        }
+
+        free(image);
+
+        image = mipmap;
+        mipmap = NULL;
+    }
+
+    free(mipmap);       // free mipmap data
+
+    return mipmapCount;
+}
+
+// Manual mipmap generation (basic scaling algorithm)
+static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
+{
+    int x2, y2;
+    Color prow, pcol;
+
+    int width = srcWidth/2;
+    int height = srcHeight/2;
+
+    Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
+
+    // Scaling algorithm works perfectly (box-filter)
+    for (int y = 0; y < height; y++)
+    {
+        y2 = 2*y;
+
+        for (int x = 0; x < width; x++)
+        {
+            x2 = 2*x;
+
+            prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
+            prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
+            prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
+            prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
+
+            pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
+            pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
+            pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
+            pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
+
+            mipmap[y*width + x].r = (prow.r + pcol.r)/2;
+            mipmap[y*width + x].g = (prow.g + pcol.g)/2;
+            mipmap[y*width + x].b = (prow.b + pcol.b)/2;
+            mipmap[y*width + x].a = (prow.a + pcol.a)/2;
+        }
+    }
+
+    TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
+
+    return mipmap;
+}
+#endif
+
+#if defined(RLGL_STANDALONE)
+// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
+void TraceLog(int msgType, const char *text, ...)
+{
+    va_list args;
+    va_start(args, text);
+
+    switch (msgType)
+    {
+        case LOG_INFO: fprintf(stdout, "INFO: "); break;
+        case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
+        case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
+        case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
+        default: break;
+    }
+
+    vfprintf(stdout, text, args);
+    fprintf(stdout, "\n");
+
+    va_end(args);
+
+    if (msgType == LOG_ERROR) exit(1);
+}
+#endif
+
+#endif // RLGL_IMPLEMENTATION

+ 0 - 106
src/shader_distortion.h

@@ -1,106 +0,0 @@
-
-// Vertex shader definition to embed, no external file required
-static const char distortionVShaderStr[] = 
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120                       \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100                       \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"attribute vec3 vertexPosition;     \n"
-"attribute vec2 vertexTexCoord;     \n"
-"attribute vec4 vertexColor;        \n"
-"varying vec2 fragTexCoord;         \n"
-"varying vec4 fragColor;            \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330                       \n"
-"in vec3 vertexPosition;            \n"
-"in vec2 vertexTexCoord;            \n"
-"in vec4 vertexColor;               \n"
-"out vec2 fragTexCoord;             \n"
-"out vec4 fragColor;                \n"
-#endif
-"uniform mat4 mvp;            \n"
-"void main()                        \n"
-"{                                  \n"
-"    fragTexCoord = vertexTexCoord; \n"
-"    fragColor = vertexColor;       \n"
-"    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
-"}                                  \n";
-
-// Fragment shader definition to embed, no external file required
-static const char distortionFShaderStr[] = 
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120                       \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100                       \n"
-"precision mediump float;           \n"     // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"varying vec2 fragTexCoord;         \n"
-"varying vec4 fragColor;            \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330                       \n"
-"in vec2 fragTexCoord;              \n"
-"in vec4 fragColor;                 \n"
-"out vec4 finalColor;               \n"
-#endif
-"uniform sampler2D texture0;                                     \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"uniform vec2 leftLensCenter;       \n"
-"uniform vec2 rightLensCenter;      \n"
-"uniform vec2 leftScreenCenter;     \n"
-"uniform vec2 rightScreenCenter;    \n"
-"uniform vec2 scale;                \n"
-"uniform vec2 scaleIn;              \n"
-"uniform vec4 hmdWarpParam;         \n"
-"uniform vec4 chromaAbParam;        \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"uniform vec2 leftLensCenter = vec2(0.288, 0.5);                 \n"
-"uniform vec2 rightLensCenter = vec2(0.712, 0.5);                \n"
-"uniform vec2 leftScreenCenter = vec2(0.25, 0.5);                \n"
-"uniform vec2 rightScreenCenter = vec2(0.75, 0.5);               \n"
-"uniform vec2 scale = vec2(0.25, 0.45);                          \n"
-"uniform vec2 scaleIn = vec2(4, 2.2222);                         \n"
-"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);             \n"
-"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);   \n"
-#endif
-"void main() \n"
-"{ \n"
-"   vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
-"   vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
-"   vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
-"   float rSq = theta.x*theta.x + theta.y*theta.y; \n"
-"   vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
-"   vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
-"   vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
-"   if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
-"   { \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"       gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"       finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
-#endif
-"   } \n"
-"   else \n"
-"   { \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"       float blue = texture2D(texture0, tcBlue).b; \n"
-"       vec2 tcGreen = lensCenter + scale*theta1; \n"
-"       float green = texture2D(texture0, tcGreen).g; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"       float blue = texture(texture0, tcBlue).b; \n"
-"       vec2 tcGreen = lensCenter + scale*theta1; \n"
-"       float green = texture(texture0, tcGreen).g; \n"
-#endif
-"       vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
-"       vec2 tcRed = lensCenter + scale*thetaRed; \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"       float red = texture2D(texture0, tcRed).r; \n"
-"       gl_FragColor = vec4(red, green, blue, 1.0); \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"       float red = texture(texture0, tcRed).r; \n"
-"       finalColor = vec4(red, green, blue, 1.0); \n"
-#endif
-"    } \n"
-"} \n";