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Reviewed shader loading message
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@@ -57,7 +57,7 @@ int main(void)
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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model.materials[0].shader = shader; // Set shader effect to 3d model
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model.materials[0].shader = shader; // Set shader effect to 3d model
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Bind texture to model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@@ -1315,6 +1315,8 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
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if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
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if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
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if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
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if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
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if ((vShaderStr == NULL) && (fShaderStr == NULL)) TraceLog(LOG_WARNING, "SHADER: Shader files provided are not valid, using default shader");
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shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
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shader = LoadShaderFromMemory(vShaderStr, fShaderStr);
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UnloadFileText(vShaderStr);
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UnloadFileText(vShaderStr);
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