Reviewed possible issue with shaders detaching
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@ -3549,6 +3549,8 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
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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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else
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{
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if ((vertexShaderId != 0) && (fragmentShaderId != 0))
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{
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{
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id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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@ -3564,6 +3566,7 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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glDetachShader(id, fragmentShaderId);
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glDetachShader(id, fragmentShaderId);
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glDeleteShader(fragmentShaderId);
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glDeleteShader(fragmentShaderId);
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}
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}
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}
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if (id == 0)
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if (id == 0)
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{
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{
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