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@@ -3432,14 +3432,15 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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- // Get the size of compiled shaders (not available on OpenGL ES 2.0)
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- //GLint binarySize = 0;
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- //glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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-
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if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
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if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
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else
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else
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{
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{
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id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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+
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+ // Get the size of compiled shader program (not available on OpenGL ES 2.0)
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+ // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
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+ //GLint binarySize = 0;
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+ //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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if (vertexShaderId != RLGL.State.defaultVShaderId)
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if (vertexShaderId != RLGL.State.defaultVShaderId)
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{
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{
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