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Minor format tweaks
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12
src/core.c
12
src/core.c
@@ -2248,9 +2248,9 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
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@@ -5193,7 +5193,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
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}
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else
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{
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CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
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CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
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CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
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// Init graphics device (display device and OpenGL context)
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@@ -6022,7 +6022,7 @@ static void *EventThread(void *arg)
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// Basic movement
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if (event.code == ABS_X)
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{
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CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
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CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
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CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
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#if defined(SUPPORT_GESTURES_SYSTEM)
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@@ -6033,7 +6033,7 @@ static void *EventThread(void *arg)
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if (event.code == ABS_Y)
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{
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CORE.Input.Mouse.position.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
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CORE.Input.Mouse.position.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
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CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
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#if defined(SUPPORT_GESTURES_SYSTEM)
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