Last internal changes for PBR and skybox support
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@ -2380,7 +2380,6 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Calculate and send to shader model matrix (used by PBR shader)
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// Calculate and send to shader model matrix (used by PBR shader)
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SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
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SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
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// Upload to shader material.colDiffuse
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// Upload to shader material.colDiffuse
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[TEXMAP_DIFFUSE].color.r/255,
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[TEXMAP_DIFFUSE].color.r/255,
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(float)material.maps[TEXMAP_DIFFUSE].color.g/255,
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(float)material.maps[TEXMAP_DIFFUSE].color.g/255,
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