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Add normals to DrawSphereEx
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@@ -496,12 +496,18 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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vertices[2] = (Vector3){ cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z }; // Rotation matrix around y axis
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vertices[3] = (Vector3){ cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z };
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rlNormal3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlNormal3f(vertices[3].x, vertices[3].y, vertices[3].z);
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rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
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rlNormal3f(vertices[1].x, vertices[1].y, vertices[1].z);
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rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
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rlNormal3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlNormal3f(vertices[2].x, vertices[2].y, vertices[2].z);
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rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
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rlNormal3f(vertices[3].x, vertices[3].y, vertices[3].z);
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rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
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}
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