Set SHADER_LOC_MAP_HEIGHT to "texture3", if it exists
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@ -1316,6 +1316,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
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shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
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shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
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shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
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shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
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shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
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shader.locs[SHADER_LOC_MAP_HEIGHT] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE3);
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// RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE4
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}
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}
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return shader;
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return shader;
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