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@ -3432,6 +3432,10 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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// Get the size of compiled shaders (not available on OpenGL ES 2.0)
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//GLint binarySize = 0;
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//glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
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else
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{
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@ -3467,7 +3471,7 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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{
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int namelen = -1;
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int num = -1;
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char name[256]; // Assume no variable names longer than 256
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char name[256] = { 0 }; // Assume no variable names longer than 256
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GLenum type = GL_ZERO;
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// Get the name of the uniforms
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