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@@ -3994,18 +3994,18 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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unsigned int fragmentShaderId = 0;
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// Compile vertex shader (if provided)
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+ // NOTE: If not vertex shader is provided, use default one
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if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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- // In case no vertex shader was provided or compilation failed, we use default vertex shader
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- if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
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+ else vertexShaderId = RLGL.State.defaultVShaderId;
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// Compile fragment shader (if provided)
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+ // NOTE: If not vertex shader is provided, use default one
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if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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- // In case no fragment shader was provided or compilation failed, we use default fragment shader
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- if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
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+ else fragmentShaderId = RLGL.State.defaultFShaderId;
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// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
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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 if ((vertexShaderId > 0) && (fragmentShaderId > 0))
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{
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// One of or both shader are new, we need to compile a new shader program
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id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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@@ -4100,6 +4100,8 @@ unsigned int rlCompileShader(const char *shaderCode, int type)
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
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RL_FREE(log);
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}
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+
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+ shader = 0;
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}
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else
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{
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