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Improved library consistency
Functions renamed to improve library consistency
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@@ -317,9 +317,9 @@ void *rlglReadTexturePixels(Texture2D texture); // Read text
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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@@ -327,7 +327,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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