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@@ -136,7 +136,8 @@
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// This is the maximum amount of elements (quads) per batch
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// NOTE: Be careful with text, every letter maps to a quad
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#define DEFAULT_BATCH_BUFFER_ELEMENTS 8192
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- #elif defined(GRAPHICS_API_OPENGL_ES2)
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+ #endif
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+ #if defined(GRAPHICS_API_OPENGL_ES2)
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// We reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap,
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// by default it's only 16MB!...just take care...
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@@ -811,7 +812,8 @@ typedef struct VertexBuffer {
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#endif
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unsigned int vaoId; // OpenGL Vertex Array Object id
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@@ -970,7 +972,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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-
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// Fallback to OpenGL 1.1 function calls
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//---------------------------------------
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void rlMatrixMode(int mode)
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@@ -1001,9 +1002,8 @@ void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
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-
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-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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-
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Choose the current matrix to be transformed
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void rlMatrixMode(int mode)
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{
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@@ -1124,7 +1124,6 @@ void rlViewport(int x, int y, int width, int height)
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// Module Functions Definition - Vertex level operations
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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-
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// Fallback to OpenGL 1.1 function calls
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//---------------------------------------
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void rlBegin(int mode)
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@@ -1147,9 +1146,8 @@ void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
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void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
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void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
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void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
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-
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-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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-
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Initialize drawing mode (how to organize vertex)
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void rlBegin(int mode)
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{
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@@ -1898,15 +1896,18 @@ int rlGetVersion(void)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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return OPENGL_11;
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-#elif defined(GRAPHICS_API_OPENGL_21)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_21)
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#if defined(__APPLE__)
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return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
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#else
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return OPENGL_21;
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#endif
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-#elif defined(GRAPHICS_API_OPENGL_33)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33)
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return OPENGL_33;
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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return OPENGL_ES_20;
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#endif
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}
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@@ -1951,7 +1952,8 @@ void rlLoadExtensions(void *loader)
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#if defined(GRAPHICS_API_OPENGL_21)
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if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported");
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- #elif defined(GRAPHICS_API_OPENGL_33)
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+ #endif
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+ #if defined(GRAPHICS_API_OPENGL_33)
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if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported");
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else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported");
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#endif
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@@ -2051,7 +2053,8 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
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{
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#if defined(GRAPHICS_API_OPENGL_21)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
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- #elif defined(GRAPHICS_API_OPENGL_33)
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+ #endif
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+ #if defined(GRAPHICS_API_OPENGL_33)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
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#endif
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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@@ -2218,7 +2221,8 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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{
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#if defined(GRAPHICS_API_OPENGL_21)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
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-#elif defined(GRAPHICS_API_OPENGL_33)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
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#endif
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glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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@@ -2284,7 +2288,8 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
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case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
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case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
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#endif
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- #elif defined(GRAPHICS_API_OPENGL_33)
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+ #endif
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+ #if defined(GRAPHICS_API_OPENGL_33)
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case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
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case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
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case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
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@@ -2296,7 +2301,7 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
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case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
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case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
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#endif
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- #if !defined(GRAPHICS_API_OPENGL_11)
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+ #if !defined(GRAPHICS_API_OPENGL_11)
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case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
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case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
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@@ -2308,7 +2313,7 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
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case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
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case COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
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case COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
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- #endif
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+ #endif
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default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
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}
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}
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@@ -2456,7 +2461,8 @@ void rlGenerateMipmaps(Texture2D *texture)
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}
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else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id);
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}
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-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
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{
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//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
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@@ -4140,7 +4146,8 @@ static Shader LoadShaderDefault(void)
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const char *defaultVShaderStr =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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@@ -4149,7 +4156,8 @@ static Shader LoadShaderDefault(void)
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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-#elif defined(GRAPHICS_API_OPENGL_33)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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@@ -4169,14 +4177,16 @@ static Shader LoadShaderDefault(void)
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const char *defaultFShaderStr =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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-#elif defined(GRAPHICS_API_OPENGL_33)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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@@ -4189,7 +4199,8 @@ static Shader LoadShaderDefault(void)
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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-#elif defined(GRAPHICS_API_OPENGL_33)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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#endif
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@@ -4289,7 +4300,8 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
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batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
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#if defined(GRAPHICS_API_OPENGL_33)
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batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
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#endif
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@@ -4358,7 +4370,8 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
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#if defined(GRAPHICS_API_OPENGL_33)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
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#endif
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}
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@@ -4519,7 +4532,8 @@ static void DrawRenderBatch(RenderBatch *batch)
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// NOTE: The final parameter tells the GPU the offset in bytes from the
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// start of the index buffer to the location of the first index to process
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glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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+#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
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#endif
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}
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