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Keep -vet and -strict-style happy
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Vendored
+5
-5
@@ -731,7 +731,7 @@ ShaderLocationIndex :: enum c.int {
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MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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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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}
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}
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@@ -745,7 +745,7 @@ ShaderUniformDataType :: enum c.int {
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IVEC2, // Shader uniform type: ivec2 (2 int)
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IVEC2, // Shader uniform type: ivec2 (2 int)
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IVEC3, // Shader uniform type: ivec3 (3 int)
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IVEC3, // Shader uniform type: ivec3 (3 int)
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IVEC4, // Shader uniform type: ivec4 (4 int)
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IVEC4, // Shader uniform type: ivec4 (4 int)
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SAMPLER2D // Shader uniform type: sampler2d
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SAMPLER2D, // Shader uniform type: sampler2d
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}
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}
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// Pixel formats
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// Pixel formats
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@@ -772,7 +772,7 @@ PixelFormat :: enum c.int {
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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COMPRESSED_ASTC_8x8_RGBA, // 2 bpp
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}
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}
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// Texture parameters: filter mode
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// Texture parameters: filter mode
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@@ -792,7 +792,7 @@ TextureWrap :: enum c.int {
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REPEAT = 0, // Repeats texture in tiled mode
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REPEAT = 0, // Repeats texture in tiled mode
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CLAMP, // Clamps texture to edge pixel in tiled mode
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CLAMP, // Clamps texture to edge pixel in tiled mode
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MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
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MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
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MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
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MIRROR_CLAMP, // Mirrors and clamps to border the texture in tiled mode
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}
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}
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// Cubemap layouts
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// Cubemap layouts
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@@ -821,7 +821,7 @@ BlendMode :: enum c.int {
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SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
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ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
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CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
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CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
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CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
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CUSTOM_SEPARATE, // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
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}
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}
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// Gestures
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// Gestures
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