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Corrected issue with MSAA
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@@ -716,7 +716,9 @@ static Texture2D GetShapesTexture(void)
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{
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#if defined(SUPPORT_FONT_TEXTURE)
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texShapes = GetFontDefault().texture; // Use font texture white character
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recTexShapes = GetFontDefault().chars[95].rec;
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Rectangle rec = GetFontDefault().chars[95].rec;
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// NOTE: We setup a 1px padding on char rectangle to avoid texture bleeding on MSAA filtering
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recTexShapes = (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 };
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#else
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texShapes = GetTextureDefault(); // Use default white texture
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recTexShapes = { 0.0f, 0.0f, 1.0f, 1.0f };
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