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Resolve indentation issues
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Vendored
+4
-4
@@ -303,7 +303,7 @@ Mesh :: struct {
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boneIds: [^]u8, // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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boneIds: [^]u8, // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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boneWeights: [^]f32, // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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boneWeights: [^]f32, // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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boneMatrices: [^]Matrix, // Bones animated transformation matrices
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boneMatrices: [^]Matrix, // Bones animated transformation matrices
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boneCount: c.int, // Number of bones
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boneCount: c.int, // Number of bones
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// OpenGL identifiers
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// OpenGL identifiers
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vaoId: u32, // OpenGL Vertex Array Object id
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vaoId: u32, // OpenGL Vertex Array Object id
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@@ -732,9 +732,9 @@ ShaderLocationIndex :: enum c.int {
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MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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MAP_BRDF, // Shader location: sampler2d texture: brdf
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MAP_BRDF, // Shader location: sampler2d texture: brdf
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VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
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BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
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}
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}
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