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@@ -2525,25 +2525,34 @@ void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformT
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// Set shader uniform value vector
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void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
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{
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- rlEnableShader(shader.id);
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- rlSetUniform(locIndex, value, uniformType, count);
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- //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
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+ if (locIndex > -1)
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+ {
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+ rlEnableShader(shader.id);
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+ rlSetUniform(locIndex, value, uniformType, count);
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+ //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
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+ }
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}
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// Set shader uniform value (matrix 4x4)
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void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
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{
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- rlEnableShader(shader.id);
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- rlSetUniformMatrix(locIndex, mat);
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- //rlDisableShader();
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+ if (locIndex > -1)
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+ {
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+ rlEnableShader(shader.id);
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+ rlSetUniformMatrix(locIndex, mat);
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+ //rlDisableShader();
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+ }
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}
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// Set shader uniform value for texture
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void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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{
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- rlEnableShader(shader.id);
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- rlSetUniformSampler(locIndex, texture.id);
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- //rlDisableShader();
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+ if (locIndex > -1)
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+ {
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+ rlEnableShader(shader.id);
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+ rlSetUniformSampler(locIndex, texture.id);
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+ //rlDisableShader();
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+ }
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}
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// Get a ray trace from mouse position
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