Added SHADER_LOC_USER
And bumped RL_MAX_SHADER_LOCATIONS to 64 (from 32)
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@ -107,7 +107,7 @@
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#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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#define RL_MAX_SHADER_LOCATIONS 64 // Maximum number of shader locations supported
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#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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@ -790,7 +790,9 @@ typedef enum {
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SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
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SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
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SHADER_LOC_USER
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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