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Update rlgl.h
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15
src/rlgl.h
15
src/rlgl.h
@@ -3437,11 +3437,6 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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{
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id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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// Get the size of compiled shader program (not available on OpenGL ES 2.0)
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// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
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//GLint binarySize = 0;
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//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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if (vertexShaderId != RLGL.State.defaultVShaderId)
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{
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// Detach shader before deletion to make sure memory is freed
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@@ -3587,7 +3582,15 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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program = 0;
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}
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else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
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else
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{
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// Get the size of compiled shader program (not available on OpenGL ES 2.0)
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// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
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//GLint binarySize = 0;
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//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
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}
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#endif
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return program;
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}
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