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@@ -355,6 +355,9 @@
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@@ -998,6 +1001,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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@@ -4216,6 +4222,7 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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