framer

Slide-show application for nerds ☝️🤓

Commit
6c2ae8e740dbd5271de0d21aa5400bbbd96336d5
Author
Pablo <pablo-pie@riseup.net>
Date

Initial commit

Diffstats

17 files changed, 17870 insertions, 0 deletions

Status Name Changes Insertions Deletions
Added .gitignore 1 file changed 5 0
Added LICENSE 1 file changed 675 0
Added README.md 1 file changed 19 0
Added nob.c 1 file changed 34 0
Added nob.h 1 file changed 2063 0
Added src/arena.h 1 file changed 441 0
Added src/frames.h 1 file changed 147 0
Added src/main.c 1 file changed 120 0
Added src/plug.c 1 file changed 57 0
Added src/text.h 1 file changed 64 0
Added vendor/raylib-5.5_linux_amd64/CHANGELOG 1 file changed 2599 0
Added vendor/raylib-5.5_linux_amd64/LICENSE 1 file changed 16 0
Added vendor/raylib-5.5_linux_amd64/README.md 1 file changed 150 0
Added vendor/raylib-5.5_linux_amd64/include/raylib.h 1 file changed 1708 0
Added vendor/raylib-5.5_linux_amd64/include/raymath.h 1 file changed 2941 0
Added vendor/raylib-5.5_linux_amd64/include/rlgl.h 1 file changed 5262 0
Added vendor/raylib-5.5_linux_amd64/tags 1 file changed 1569 0
diff --git /dev/null b/.gitignore
@@ -0,0 +1,5 @@
+nob
+nob.old
+build/
+pdf/
+vendor/*/lib/
diff --git /dev/null b/LICENSE
@@ -0,0 +1,675 @@
+                    GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
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+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation.  If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+  If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+  Later license versions may give you additional or different
+permissions.  However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+  15. Disclaimer of Warranty.
+
+  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
+
+            How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<https://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<https://www.gnu.org/licenses/why-not-lgpl.html>.
+
diff --git /dev/null b/README.md
@@ -0,0 +1,19 @@
+# framer
+
+Slide-show application for nerds ☝️🤓
+
+framer is a program for displaying slides typeset in C using [raylib](https://www.raylib.com/). framer works by loading the slides as a dynamic library and
+displaying them on the screen.
+
+## Quick Setup
+
+```console
+$ cc nob.c
+$ ./nob
+```
+
+## Usage
+
+```console
+$ framer ./build/libplug.so
+```
diff --git /dev/null b/nob.c
@@ -0,0 +1,34 @@
+#define NOB_IMPLEMENTATION
+#include "nob.h"
+
+#define RAYLIB_PATH "./vendor/raylib-5.5_linux_amd64/"
+#define BUILD_PATH   "./build/"
+#define SRC_PATH     "./src/"
+
+#define INCLUDES  "-I", RAYLIB_PATH "include/", "-I", "."
+#define LIBRARIES "-L", RAYLIB_PATH "lib/", \
+  "-Wl,-rpath=" RAYLIB_PATH "lib/", \
+  "-lm", "-l:libraylib.so"
+
+#define CC     "clang"
+#define CFLAGS "-Wall", "-Wextra", INCLUDES, LIBRARIES
+
+int main(int argc, char **argv)
+{
+  NOB_GO_REBUILD_URSELF(argc, argv);
+  Nob_Cmd cmd = {0};
+
+  const char *output_path = BUILD_PATH "framer";
+  nob_cmd_append(&cmd, CC, CFLAGS);
+  nob_cmd_append(&cmd, "-o", output_path);
+  nob_cmd_append(&cmd, SRC_PATH "main.c");
+  if (!nob_cmd_run_sync_and_reset(&cmd)) return EXIT_FAILURE;
+
+  const char *libplug_path = BUILD_PATH "libplug.so";
+  nob_cmd_append(&cmd, CC, CFLAGS, "-shared", "-fPIC");
+  nob_cmd_append(&cmd, "-o", libplug_path);
+  nob_cmd_append(&cmd, SRC_PATH "plug.c");
+  if (!nob_cmd_run_sync_and_reset(&cmd)) return EXIT_FAILURE;
+
+  return EXIT_SUCCESS;
+}
diff --git /dev/null b/nob.h
@@ -0,0 +1,2063 @@
+/* nob - v1.19.0 - Public Domain - https://github.com/tsoding/nob.h
+
+   This library is the next generation of the [NoBuild](https://github.com/tsoding/nobuild) idea.
+
+   # Quick Example
+
+      ```c
+      // nob.c
+      #define NOB_IMPLEMENTATION
+      #include "nob.h"
+
+      int main(int argc, char **argv)
+      {
+          NOB_GO_REBUILD_URSELF(argc, argv);
+          Nob_Cmd cmd = {0};
+          nob_cmd_append(&cmd, "cc", "-Wall", "-Wextra", "-o", "main", "main.c");
+          if (!nob_cmd_run_sync(cmd)) return 1;
+          return 0;
+      }
+      ```
+
+      ```console
+      $ cc -o nob nob.c
+      $ ./nob
+      ```
+
+      The `nob` automatically rebuilds itself if `nob.c` is modified thanks to
+      the `NOB_GO_REBUILD_URSELF` macro (don't forget to check out how it works below)
+
+   # The Zoo of `nob_cmd_run_*` Functions
+
+      `Nob_Cmd` is just a dynamic array of strings which represents a command and its arguments.
+      First you append the arguments
+
+      ```c
+      Nob_Cmd cmd = {0};
+      nob_cmd_append(&cmd, "cc", "-Wall", "-Wextra", "-o", "main", "main.c");
+      ```
+
+      Then you run it
+
+      ```c
+      if (!nob_cmd_run_sync(cmd)) return 1;
+      ```
+
+      `*_sync` at the end indicates that the function blocks until the command finishes executing
+      and returns `true` on success and `false` on failure. You can run the command asynchronously
+      but you have to explitictly wait for it afterwards:
+
+      ```c
+      Nob_Proc p = nob_cmd_run_async(cmd);
+      if (p == NOB_INVALID_PROC) return 1;
+      if (!nob_proc_wait(p)) return 1;
+      ```
+
+      One of the problems with running commands like that is that `Nob_Cmd` still contains the arguments
+      from the previously run command. If you want to reuse the same `Nob_Cmd` you have to not forget to reset
+      it
+
+      ```c
+      Nob_Cmd cmd = {0};
+
+      nob_cmd_append(&cmd, "cc", "-Wall", "-Wextra", "-o", "main", "main.c");
+      if (!nob_cmd_run_sync(cmd)) return 1;
+      cmd.count = 0;
+
+      nob_cmd_append(&cmd, "./main", "foo", "bar", "baz");
+      if (!nob_cmd_run_sync(cmd)) return 1;
+      cmd.count = 0;
+      ```
+
+      Which is a bit error prone. To make it a bit easier we have `nob_cmd_run_sync_and_reset()` which
+      accepts `Nob_Cmd` by reference and resets it for you:
+
+      ```c
+      Nob_Cmd cmd = {0};
+
+      nob_cmd_append(&cmd, "cc", "-Wall", "-Wextra", "-o", "main", "main.c");
+      if (!nob_cmd_run_sync_and_reset(&cmd)) return 1;
+
+      nob_cmd_append(&cmd, "./main", "foo", "bar", "baz");
+      if (!nob_cmd_run_sync_and_reset(&cmd)) return 1;
+      ```
+
+      There is of course also `nob_cmd_run_async_and_reset()` to maintain the pattern.
+
+      The stdin, stdout and stderr of any command can be redirected by using `Nob_Cmd_Redirect` structure
+      along with `nob_cmd_run_sync_redirect()` or `nob_cmd_run_async_redirect()`
+
+      ```c
+      // Opening all the necessary files
+      Nob_Fd fdin = nob_fd_open_for_read("input.txt");
+      if (fdin == NOB_INVALID_FD) return 1;
+      Nob_Fd fdout = nob_fd_open_for_write("output.txt");
+      if (fdout == NOB_INVALID_FD) return 1;
+      Nob_Fd fderr = nob_fd_open_for_write("error.txt");
+      if (fderr == NOB_INVALID_FD) return 1;
+
+      // Preparing the command
+      Nob_Cmd cmd = {0};
+      nob_cmd_append(&cmd, "./main", "foo", "bar", "baz");
+
+      // Running the command synchronously redirecting the standard streams
+      bool ok = nob_cmd_run_sync_redirect(cmd, (Nob_Cmd_Redirect) {
+          .fdin = fdin,
+          .fdout = fdout,
+          .fderr = fderr,
+      });
+      if (!ok) return 1;
+
+      // Closing all the files
+      nob_fd_close(fdin);
+      nob_fd_close(fdout);
+      nob_fd_close(fderr);
+
+      // Reseting the command
+      cmd.count = 0;
+      ```
+
+      And of course if you find closing the files and reseting the command annoying we have
+      `nob_cmd_run_sync_redirect_and_reset()` and `nob_cmd_run_async_redirect_and_reset()`
+      which do all of that for you automatically.
+
+      All the Zoo of `nob_cmd_run_*` functions follows the same pattern: sync/async,
+      redirect/no redirect, and_reset/no and_reset. They always come in that order.
+
+   # Stripping off `nob_` Prefixes
+
+      Since Pure C does not have any namespaces we prefix each name of the API with the `nob_` to avoid any
+      potential conflicts with any other names in your code. But sometimes it is very annoying and makes
+      the code noisy. If you know that none of the names from nob.h conflict with anything in your code
+      you can enable NOB_STRIP_PREFIX macro and just drop all the prefixes:
+
+      ```c
+      // nob.c
+      #define NOB_IMPLEMENTATION
+      #define NOB_STRIP_PREFIX
+      #include "nob.h"
+
+      int main(int argc, char **argv)
+      {
+          NOB_GO_REBUILD_URSELF(argc, argv);
+          Cmd cmd = {0};
+          cmd_append(&cmd, "cc", "-Wall", "-Wextra", "-o", "main", "main.c");
+          if (!cmd_run_sync(cmd)) return 1;
+          return 0;
+      }
+      ```
+
+      Not all the names have strippable prefixes. All the redefinable names like `NOB_GO_REBUILD_URSELF`
+      for instance will retain their prefix even if NOB_STRIP_PREFIX is enabled. Notable exception is the
+      nob_log() function. Stripping away the prefix results in log() which was historically always referring
+      to the natural logarithmic function that is already defined in math.h. So there is no reason to strip
+      off the prefix for nob_log().
+
+      The prefixes are stripped off only on the level of preprocessor. The names of the functions in the
+      compiled object file will still retain the `nob_` prefix. Keep that in mind when you FFI with nob.h
+      from other languages (for whatever reason).
+
+      If only few specific names create conflicts for you, you can just #undef those names after the
+      `#include <nob.h>` since they are macros anyway.
+*/
+
+#ifndef NOB_H_
+#define NOB_H_
+
+#ifndef NOB_ASSERT
+#include <assert.h>
+#define NOB_ASSERT assert
+#endif /* NOB_ASSERT */
+
+#ifndef NOB_REALLOC
+#include <stdlib.h>
+#define NOB_REALLOC realloc
+#endif /* NOB_REALLOC */
+
+#ifndef NOB_FREE
+#include <stdlib.h>
+#define NOB_FREE free
+#endif /* NOB_FREE */
+
+#include <stdbool.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdarg.h>
+#include <string.h>
+#include <errno.h>
+#include <ctype.h>
+#include <limits.h>
+
+#ifdef _WIN32
+#    define WIN32_LEAN_AND_MEAN
+#    define _WINUSER_
+#    define _WINGDI_
+#    define _IMM_
+#    define _WINCON_
+#    include <windows.h>
+#    include <direct.h>
+#    include <shellapi.h>
+#else
+#    include <sys/types.h>
+#    include <sys/wait.h>
+#    include <sys/stat.h>
+#    include <unistd.h>
+#    include <fcntl.h>
+#endif
+
+#ifdef _WIN32
+#    define NOB_LINE_END "\r\n"
+#else
+#    define NOB_LINE_END "\n"
+#endif
+
+#if defined(__GNUC__) || defined(__clang__)
+// https://gcc.gnu.org/onlinedocs/gcc-4.7.2/gcc/Function-Attributes.html
+#define NOB_PRINTF_FORMAT(STRING_INDEX, FIRST_TO_CHECK) __attribute__ ((format (printf, STRING_INDEX, FIRST_TO_CHECK)))
+#else
+// TODO: implement NOB_PRINTF_FORMAT for MSVC
+#define NOB_PRINTF_FORMAT(STRING_INDEX, FIRST_TO_CHECK)
+#endif
+
+#define NOB_UNUSED(value) (void)(value)
+#define NOB_TODO(message) do { fprintf(stderr, "%s:%d: TODO: %s\n", __FILE__, __LINE__, message); abort(); } while(0)
+#define NOB_UNREACHABLE(message) do { fprintf(stderr, "%s:%d: UNREACHABLE: %s\n", __FILE__, __LINE__, message); abort(); } while(0)
+
+#define NOB_ARRAY_LEN(array) (sizeof(array)/sizeof(array[0]))
+#define NOB_ARRAY_GET(array, index) \
+    (NOB_ASSERT((size_t)index < NOB_ARRAY_LEN(array)), array[(size_t)index])
+
+typedef enum {
+    NOB_INFO,
+    NOB_WARNING,
+    NOB_ERROR,
+    NOB_NO_LOGS,
+} Nob_Log_Level;
+
+// Any messages with the level below nob_minimal_log_level are going to be suppressed.
+extern Nob_Log_Level nob_minimal_log_level;
+
+void nob_log(Nob_Log_Level level, const char *fmt, ...) NOB_PRINTF_FORMAT(2, 3);
+
+// It is an equivalent of shift command from bash. It basically pops an element from
+// the beginning of a sized array.
+#define nob_shift(xs, xs_sz) (NOB_ASSERT((xs_sz) > 0), (xs_sz)--, *(xs)++)
+// NOTE: nob_shift_args() is an alias for an old variant of nob_shift that only worked with
+// the command line arguments passed to the main() function. nob_shift() is more generic.
+// So nob_shift_args() is semi-deprecated, but I don't see much reason to urgently
+// remove it. This alias does not hurt anybody.
+#define nob_shift_args(argc, argv) nob_shift(*argv, *argc)
+
+typedef struct {
+    const char **items;
+    size_t count;
+    size_t capacity;
+} Nob_File_Paths;
+
+typedef enum {
+    NOB_FILE_REGULAR = 0,
+    NOB_FILE_DIRECTORY,
+    NOB_FILE_SYMLINK,
+    NOB_FILE_OTHER,
+} Nob_File_Type;
+
+bool nob_mkdir_if_not_exists(const char *path);
+bool nob_copy_file(const char *src_path, const char *dst_path);
+bool nob_copy_directory_recursively(const char *src_path, const char *dst_path);
+bool nob_read_entire_dir(const char *parent, Nob_File_Paths *children);
+bool nob_write_entire_file(const char *path, const void *data, size_t size);
+Nob_File_Type nob_get_file_type(const char *path);
+bool nob_delete_file(const char *path);
+
+#define nob_return_defer(value) do { result = (value); goto defer; } while(0)
+
+// Initial capacity of a dynamic array
+#ifndef NOB_DA_INIT_CAP
+#define NOB_DA_INIT_CAP 256
+#endif
+
+#define nob_da_reserve(da, expected_capacity)                                              \
+    do {                                                                                   \
+        if ((expected_capacity) > (da)->capacity) {                                        \
+            if ((da)->capacity == 0) {                                                     \
+                (da)->capacity = NOB_DA_INIT_CAP;                                          \
+            }                                                                              \
+            while ((expected_capacity) > (da)->capacity) {                                 \
+                (da)->capacity *= 2;                                                       \
+            }                                                                              \
+            (da)->items = NOB_REALLOC((da)->items, (da)->capacity * sizeof(*(da)->items)); \
+            NOB_ASSERT((da)->items != NULL && "Buy more RAM lol");                         \
+        }                                                                                  \
+    } while (0)
+
+// Append an item to a dynamic array
+#define nob_da_append(da, item)                \
+    do {                                       \
+        nob_da_reserve((da), (da)->count + 1); \
+        (da)->items[(da)->count++] = (item);   \
+    } while (0)
+
+#define nob_da_free(da) NOB_FREE((da).items)
+
+// Append several items to a dynamic array
+#define nob_da_append_many(da, new_items, new_items_count)                                      \
+    do {                                                                                        \
+        nob_da_reserve((da), (da)->count + (new_items_count));                                  \
+        memcpy((da)->items + (da)->count, (new_items), (new_items_count)*sizeof(*(da)->items)); \
+        (da)->count += (new_items_count);                                                       \
+    } while (0)
+
+#define nob_da_resize(da, new_size)     \
+    do {                                \
+        nob_da_reserve((da), new_size); \
+        (da)->count = (new_size);       \
+    } while (0)
+
+#define nob_da_last(da) (da)->items[(NOB_ASSERT((da)->count > 0), (da)->count-1)]
+#define nob_da_remove_unordered(da, i)               \
+    do {                                             \
+        size_t j = (i);                              \
+        NOB_ASSERT(j < (da)->count);                 \
+        (da)->items[j] = (da)->items[--(da)->count]; \
+    } while(0)
+
+// Foreach over Dynamic Arrays. Example:
+// ```c
+// typedef struct {
+//     int *items;
+//     size_t count;
+//     size_t capacity;
+// } Numbers;
+//
+// Numbers xs = {0};
+//
+// nob_da_append(&xs, 69);
+// nob_da_append(&xs, 420);
+// nob_da_append(&xs, 1337);
+//
+// nob_da_foreach(int, x, &xs) {
+//     // `x` here is a pointer to the current element. You can get its index by taking a difference
+//     // between `x` and the start of the array which is `x.items`.
+//     size_t index = x - xs.items;
+//     nob_log(INFO, "%zu: %d", index, *x);
+// }
+// ```
+#define nob_da_foreach(Type, it, da) for (Type *it = (da)->items; it < (da)->items + (da)->count; ++it)
+
+typedef struct {
+    char *items;
+    size_t count;
+    size_t capacity;
+} Nob_String_Builder;
+
+bool nob_read_entire_file(const char *path, Nob_String_Builder *sb);
+int nob_sb_appendf(Nob_String_Builder *sb, const char *fmt, ...) NOB_PRINTF_FORMAT(2, 3);
+
+// Append a sized buffer to a string builder
+#define nob_sb_append_buf(sb, buf, size) nob_da_append_many(sb, buf, size)
+
+// Append a NULL-terminated string to a string builder
+#define nob_sb_append_cstr(sb, cstr)  \
+    do {                              \
+        const char *s = (cstr);       \
+        size_t n = strlen(s);         \
+        nob_da_append_many(sb, s, n); \
+    } while (0)
+
+// Append a single NULL character at the end of a string builder. So then you can
+// use it a NULL-terminated C string
+#define nob_sb_append_null(sb) nob_da_append_many(sb, "", 1)
+
+// Free the memory allocated by a string builder
+#define nob_sb_free(sb) NOB_FREE((sb).items)
+
+// Process handle
+#ifdef _WIN32
+typedef HANDLE Nob_Proc;
+#define NOB_INVALID_PROC INVALID_HANDLE_VALUE
+typedef HANDLE Nob_Fd;
+#define NOB_INVALID_FD INVALID_HANDLE_VALUE
+#else
+typedef int Nob_Proc;
+#define NOB_INVALID_PROC (-1)
+typedef int Nob_Fd;
+#define NOB_INVALID_FD (-1)
+#endif // _WIN32
+
+Nob_Fd nob_fd_open_for_read(const char *path);
+Nob_Fd nob_fd_open_for_write(const char *path);
+void nob_fd_close(Nob_Fd fd);
+
+typedef struct {
+    Nob_Proc *items;
+    size_t count;
+    size_t capacity;
+} Nob_Procs;
+
+// Wait until the process has finished
+bool nob_proc_wait(Nob_Proc proc);
+// Wait until all the processes have finished
+bool nob_procs_wait(Nob_Procs procs);
+// Wait until all the processes have finished and empty the procs array
+bool nob_procs_wait_and_reset(Nob_Procs *procs);
+// Append a new process to procs array and if procs.count reaches max_procs_count call nob_procs_wait_and_reset() on it
+bool nob_procs_append_with_flush(Nob_Procs *procs, Nob_Proc proc, size_t max_procs_count);
+
+// A command - the main workhorse of Nob. Nob is all about building commands an running them
+typedef struct {
+    const char **items;
+    size_t count;
+    size_t capacity;
+} Nob_Cmd;
+
+// Example:
+// ```c
+// Nob_Fd fdin = nob_fd_open_for_read("input.txt");
+// if (fdin == NOB_INVALID_FD) fail();
+// Nob_Fd fdout = nob_fd_open_for_write("output.txt");
+// if (fdout == NOB_INVALID_FD) fail();
+// Nob_Cmd cmd = {0};
+// nob_cmd_append(&cmd, "cat");
+// if (!nob_cmd_run_sync_redirect_and_reset(&cmd, (Nob_Cmd_Redirect) {
+//     .fdin = &fdin,
+//     .fdout = &fdout
+// })) fail();
+// ```
+typedef struct {
+    Nob_Fd *fdin;
+    Nob_Fd *fdout;
+    Nob_Fd *fderr;
+} Nob_Cmd_Redirect;
+
+// Render a string representation of a command into a string builder. Keep in mind the the
+// string builder is not NULL-terminated by default. Use nob_sb_append_null if you plan to
+// use it as a C string.
+void nob_cmd_render(Nob_Cmd cmd, Nob_String_Builder *render);
+
+#define nob_cmd_append(cmd, ...) \
+    nob_da_append_many(cmd, \
+                       ((const char*[]){__VA_ARGS__}), \
+                       (sizeof((const char*[]){__VA_ARGS__})/sizeof(const char*)))
+
+#define nob_cmd_extend(cmd, other_cmd) \
+    nob_da_append_many(cmd, (other_cmd)->items, (other_cmd)->count)
+
+// Free all the memory allocated by command arguments
+#define nob_cmd_free(cmd) NOB_FREE(cmd.items)
+
+// Run command asynchronously
+#define nob_cmd_run_async(cmd) nob_cmd_run_async_redirect(cmd, (Nob_Cmd_Redirect) {0})
+// NOTE: nob_cmd_run_async_and_reset() is just like nob_cmd_run_async() except it also resets cmd.count to 0
+// so the Nob_Cmd instance can be seamlessly used several times in a row
+Nob_Proc nob_cmd_run_async_and_reset(Nob_Cmd *cmd);
+// Run redirected command asynchronously
+Nob_Proc nob_cmd_run_async_redirect(Nob_Cmd cmd, Nob_Cmd_Redirect redirect);
+// Run redirected command asynchronously and set cmd.count to 0 and close all the opened files
+Nob_Proc nob_cmd_run_async_redirect_and_reset(Nob_Cmd *cmd, Nob_Cmd_Redirect redirect);
+
+// Run command synchronously
+bool nob_cmd_run_sync(Nob_Cmd cmd);
+// NOTE: nob_cmd_run_sync_and_reset() is just like nob_cmd_run_sync() except it also resets cmd.count to 0
+// so the Nob_Cmd instance can be seamlessly used several times in a row
+bool nob_cmd_run_sync_and_reset(Nob_Cmd *cmd);
+// Run redirected command synchronously
+bool nob_cmd_run_sync_redirect(Nob_Cmd cmd, Nob_Cmd_Redirect redirect);
+// Run redirected command synchronously and set cmd.count to 0 and close all the opened files
+bool nob_cmd_run_sync_redirect_and_reset(Nob_Cmd *cmd, Nob_Cmd_Redirect redirect);
+
+#ifndef NOB_TEMP_CAPACITY
+#define NOB_TEMP_CAPACITY (8*1024*1024)
+#endif // NOB_TEMP_CAPACITY
+char *nob_temp_strdup(const char *cstr);
+void *nob_temp_alloc(size_t size);
+char *nob_temp_sprintf(const char *format, ...) NOB_PRINTF_FORMAT(1, 2);
+void nob_temp_reset(void);
+size_t nob_temp_save(void);
+void nob_temp_rewind(size_t checkpoint);
+
+// Given any path returns the last part of that path.
+// "/path/to/a/file.c" -> "file.c"; "/path/to/a/directory" -> "directory"
+const char *nob_path_name(const char *path);
+bool nob_rename(const char *old_path, const char *new_path);
+int nob_needs_rebuild(const char *output_path, const char **input_paths, size_t input_paths_count);
+int nob_needs_rebuild1(const char *output_path, const char *input_path);
+int nob_file_exists(const char *file_path);
+const char *nob_get_current_dir_temp(void);
+bool nob_set_current_dir(const char *path);
+
+// TODO: add MinGW support for Go Rebuild Urself™ Technology
+#ifndef NOB_REBUILD_URSELF
+#  if _WIN32
+#    if defined(__GNUC__)
+#       define NOB_REBUILD_URSELF(binary_path, source_path) "gcc", "-o", binary_path, source_path
+#    elif defined(__clang__)
+#       define NOB_REBUILD_URSELF(binary_path, source_path) "clang", "-o", binary_path, source_path
+#    elif defined(_MSC_VER)
+#       define NOB_REBUILD_URSELF(binary_path, source_path) "cl.exe", nob_temp_sprintf("/Fe:%s", (binary_path)), source_path
+#    endif
+#  else
+#    define NOB_REBUILD_URSELF(binary_path, source_path) "cc", "-o", binary_path, source_path
+#  endif
+#endif
+
+// Go Rebuild Urself™ Technology
+//
+//   How to use it:
+//     int main(int argc, char** argv) {
+//         NOB_GO_REBUILD_URSELF(argc, argv);
+//         // actual work
+//         return 0;
+//     }
+//
+//   After your added this macro every time you run ./nob it will detect
+//   that you modified its original source code and will try to rebuild itself
+//   before doing any actual work. So you only need to bootstrap your build system
+//   once.
+//
+//   The modification is detected by comparing the last modified times of the executable
+//   and its source code. The same way the make utility usually does it.
+//
+//   The rebuilding is done by using the NOB_REBUILD_URSELF macro which you can redefine
+//   if you need a special way of bootstraping your build system. (which I personally
+//   do not recommend since the whole idea of NoBuild is to keep the process of bootstrapping
+//   as simple as possible and doing all of the actual work inside of ./nob)
+//
+void nob__go_rebuild_urself(int argc, char **argv, const char *source_path, ...);
+#define NOB_GO_REBUILD_URSELF(argc, argv) nob__go_rebuild_urself(argc, argv, __FILE__, NULL)
+// Sometimes your nob.c includes additional files, so you want the Go Rebuild Urself™ Technology to check
+// if they also were modified and rebuild nob.c accordingly. For that we have NOB_GO_REBUILD_URSELF_PLUS():
+// ```c
+// #define NOB_IMPLEMENTATION
+// #include "nob.h"
+//
+// #include "foo.c"
+// #include "bar.c"
+//
+// int main(int argc, char **argv)
+// {
+//     NOB_GO_REBUILD_URSELF_PLUS(argc, argv, "foo.c", "bar.c");
+//     // ...
+//     return 0;
+// }
+#define NOB_GO_REBUILD_URSELF_PLUS(argc, argv, ...) nob__go_rebuild_urself(argc, argv, __FILE__, __VA_ARGS__, NULL);
+
+typedef struct {
+    size_t count;
+    const char *data;
+} Nob_String_View;
+
+const char *nob_temp_sv_to_cstr(Nob_String_View sv);
+
+Nob_String_View nob_sv_chop_by_delim(Nob_String_View *sv, char delim);
+Nob_String_View nob_sv_chop_left(Nob_String_View *sv, size_t n);
+Nob_String_View nob_sv_trim(Nob_String_View sv);
+Nob_String_View nob_sv_trim_left(Nob_String_View sv);
+Nob_String_View nob_sv_trim_right(Nob_String_View sv);
+bool nob_sv_eq(Nob_String_View a, Nob_String_View b);
+bool nob_sv_end_with(Nob_String_View sv, const char *cstr);
+bool nob_sv_starts_with(Nob_String_View sv, Nob_String_View expected_prefix);
+Nob_String_View nob_sv_from_cstr(const char *cstr);
+Nob_String_View nob_sv_from_parts(const char *data, size_t count);
+// nob_sb_to_sv() enables you to just view Nob_String_Builder as Nob_String_View
+#define nob_sb_to_sv(sb) nob_sv_from_parts((sb).items, (sb).count)
+
+// printf macros for String_View
+#ifndef SV_Fmt
+#define SV_Fmt "%.*s"
+#endif // SV_Fmt
+#ifndef SV_Arg
+#define SV_Arg(sv) (int) (sv).count, (sv).data
+#endif // SV_Arg
+// USAGE:
+//   String_View name = ...;
+//   printf("Name: "SV_Fmt"\n", SV_Arg(name));
+
+
+// minirent.h HEADER BEGIN ////////////////////////////////////////
+// Copyright 2021 Alexey Kutepov <reximkut@gmail.com>
+//
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the
+// "Software"), to deal in the Software without restriction, including
+// without limitation the rights to use, copy, modify, merge, publish,
+// distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to
+// the following conditions:
+//
+// The above copyright notice and this permission notice shall be
+// included in all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+//
+// ============================================================
+//
+// minirent — 0.0.1 — A subset of dirent interface for Windows.
+//
+// https://github.com/tsoding/minirent
+//
+// ============================================================
+//
+// ChangeLog (https://semver.org/ is implied)
+//
+//    0.0.2 Automatically include dirent.h on non-Windows
+//          platforms
+//    0.0.1 First Official Release
+
+#ifndef _WIN32
+#include <dirent.h>
+#else // _WIN32
+
+#define WIN32_LEAN_AND_MEAN
+#include "windows.h"
+
+struct dirent
+{
+    char d_name[MAX_PATH+1];
+};
+
+typedef struct DIR DIR;
+
+static DIR *opendir(const char *dirpath);
+static struct dirent *readdir(DIR *dirp);
+static int closedir(DIR *dirp);
+
+#endif // _WIN32
+// minirent.h HEADER END ////////////////////////////////////////
+
+#ifdef _WIN32
+
+char *nob_win32_error_message(DWORD err);
+
+#endif // _WIN32
+
+#endif // NOB_H_
+
+#ifdef NOB_IMPLEMENTATION
+
+// Any messages with the level below nob_minimal_log_level are going to be suppressed.
+Nob_Log_Level nob_minimal_log_level = NOB_INFO;
+
+#ifdef _WIN32
+
+// Base on https://stackoverflow.com/a/75644008
+// > .NET Core uses 4096 * sizeof(WCHAR) buffer on stack for FormatMessageW call. And...thats it.
+// >
+// > https://github.com/dotnet/runtime/blob/3b63eb1346f1ddbc921374a5108d025662fb5ffd/src/coreclr/utilcode/posterror.cpp#L264-L265
+#ifndef NOB_WIN32_ERR_MSG_SIZE
+#define NOB_WIN32_ERR_MSG_SIZE (4 * 1024)
+#endif // NOB_WIN32_ERR_MSG_SIZE
+
+char *nob_win32_error_message(DWORD err) {
+    static char win32ErrMsg[NOB_WIN32_ERR_MSG_SIZE] = {0};
+    DWORD errMsgSize = FormatMessageA(FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, err, LANG_USER_DEFAULT, win32ErrMsg,
+                                      NOB_WIN32_ERR_MSG_SIZE, NULL);
+
+    if (errMsgSize == 0) {
+        if (GetLastError() != ERROR_MR_MID_NOT_FOUND) {
+            if (sprintf(win32ErrMsg, "Could not get error message for 0x%lX", err) > 0) {
+                return (char *)&win32ErrMsg;
+            } else {
+                return NULL;
+            }
+        } else {
+            if (sprintf(win32ErrMsg, "Invalid Windows Error code (0x%lX)", err) > 0) {
+                return (char *)&win32ErrMsg;
+            } else {
+                return NULL;
+            }
+        }
+    }
+
+    while (errMsgSize > 1 && isspace(win32ErrMsg[errMsgSize - 1])) {
+        win32ErrMsg[--errMsgSize] = '\0';
+    }
+
+    return win32ErrMsg;
+}
+
+#endif // _WIN32
+
+// The implementation idea is stolen from https://github.com/zhiayang/nabs
+void nob__go_rebuild_urself(int argc, char **argv, const char *source_path, ...)
+{
+    const char *binary_path = nob_shift(argv, argc);
+#ifdef _WIN32
+    // On Windows executables almost always invoked without extension, so
+    // it's ./nob, not ./nob.exe. For renaming the extension is a must.
+    if (!nob_sv_end_with(nob_sv_from_cstr(binary_path), ".exe")) {
+        binary_path = nob_temp_sprintf("%s.exe", binary_path);
+    }
+#endif
+
+    Nob_File_Paths source_paths = {0};
+    nob_da_append(&source_paths, source_path);
+    va_list args;
+    va_start(args, source_path);
+    for (;;) {
+        const char *path = va_arg(args, const char*);
+        if (path == NULL) break;
+        nob_da_append(&source_paths, path);
+    }
+    va_end(args);
+
+    int rebuild_is_needed = nob_needs_rebuild(binary_path, source_paths.items, source_paths.count);
+    if (rebuild_is_needed < 0) exit(1); // error
+    if (!rebuild_is_needed) {           // no rebuild is needed
+        NOB_FREE(source_paths.items);
+        return;
+    }
+
+    Nob_Cmd cmd = {0};
+
+    const char *old_binary_path = nob_temp_sprintf("%s.old", binary_path);
+
+    if (!nob_rename(binary_path, old_binary_path)) exit(1);
+    nob_cmd_append(&cmd, NOB_REBUILD_URSELF(binary_path, source_path));
+    if (!nob_cmd_run_sync_and_reset(&cmd)) {
+        nob_rename(old_binary_path, binary_path);
+        exit(1);
+    }
+#ifdef NOB_EXPERIMENTAL_DELETE_OLD
+    // TODO: this is an experimental behavior behind a compilation flag.
+    // Once it is confirmed that it does not cause much problems on both POSIX and Windows
+    // we may turn it on by default.
+    nob_delete_file(old_binary_path);
+#endif // NOB_EXPERIMENTAL_DELETE_OLD
+
+    nob_cmd_append(&cmd, binary_path);
+    nob_da_append_many(&cmd, argv, argc);
+    if (!nob_cmd_run_sync_and_reset(&cmd)) exit(1);
+    exit(0);
+}
+
+static size_t nob_temp_size = 0;
+static char nob_temp[NOB_TEMP_CAPACITY] = {0};
+
+bool nob_mkdir_if_not_exists(const char *path)
+{
+#ifdef _WIN32
+    int result = mkdir(path);
+#else
+    int result = mkdir(path, 0755);
+#endif
+    if (result < 0) {
+        if (errno == EEXIST) {
+            nob_log(NOB_INFO, "directory `%s` already exists", path);
+            return true;
+        }
+        nob_log(NOB_ERROR, "could not create directory `%s`: %s", path, strerror(errno));
+        return false;
+    }
+
+    nob_log(NOB_INFO, "created directory `%s`", path);
+    return true;
+}
+
+bool nob_copy_file(const char *src_path, const char *dst_path)
+{
+    nob_log(NOB_INFO, "copying %s -> %s", src_path, dst_path);
+#ifdef _WIN32
+    if (!CopyFile(src_path, dst_path, FALSE)) {
+        nob_log(NOB_ERROR, "Could not copy file: %s", nob_win32_error_message(GetLastError()));
+        return false;
+    }
+    return true;
+#else
+    int src_fd = -1;
+    int dst_fd = -1;
+    size_t buf_size = 32*1024;
+    char *buf = NOB_REALLOC(NULL, buf_size);
+    NOB_ASSERT(buf != NULL && "Buy more RAM lol!!");
+    bool result = true;
+
+    src_fd = open(src_path, O_RDONLY);
+    if (src_fd < 0) {
+        nob_log(NOB_ERROR, "Could not open file %s: %s", src_path, strerror(errno));
+        nob_return_defer(false);
+    }
+
+    struct stat src_stat;
+    if (fstat(src_fd, &src_stat) < 0) {
+        nob_log(NOB_ERROR, "Could not get mode of file %s: %s", src_path, strerror(errno));
+        nob_return_defer(false);
+    }
+
+    dst_fd = open(dst_path, O_CREAT | O_TRUNC | O_WRONLY, src_stat.st_mode);
+    if (dst_fd < 0) {
+        nob_log(NOB_ERROR, "Could not create file %s: %s", dst_path, strerror(errno));
+        nob_return_defer(false);
+    }
+
+    for (;;) {
+        ssize_t n = read(src_fd, buf, buf_size);
+        if (n == 0) break;
+        if (n < 0) {
+            nob_log(NOB_ERROR, "Could not read from file %s: %s", src_path, strerror(errno));
+            nob_return_defer(false);
+        }
+        char *buf2 = buf;
+        while (n > 0) {
+            ssize_t m = write(dst_fd, buf2, n);
+            if (m < 0) {
+                nob_log(NOB_ERROR, "Could not write to file %s: %s", dst_path, strerror(errno));
+                nob_return_defer(false);
+            }
+            n    -= m;
+            buf2 += m;
+        }
+    }
+
+defer:
+    NOB_FREE(buf);
+    close(src_fd);
+    close(dst_fd);
+    return result;
+#endif
+}
+
+void nob_cmd_render(Nob_Cmd cmd, Nob_String_Builder *render)
+{
+    for (size_t i = 0; i < cmd.count; ++i) {
+        const char *arg = cmd.items[i];
+        if (arg == NULL) break;
+        if (i > 0) nob_sb_append_cstr(render, " ");
+        if (!strchr(arg, ' ')) {
+            nob_sb_append_cstr(render, arg);
+        } else {
+            nob_da_append(render, '\'');
+            nob_sb_append_cstr(render, arg);
+            nob_da_append(render, '\'');
+        }
+    }
+}
+
+Nob_Proc nob_cmd_run_async_redirect(Nob_Cmd cmd, Nob_Cmd_Redirect redirect)
+{
+    if (cmd.count < 1) {
+        nob_log(NOB_ERROR, "Could not run empty command");
+        return NOB_INVALID_PROC;
+    }
+
+    Nob_String_Builder sb = {0};
+    nob_cmd_render(cmd, &sb);
+    nob_sb_append_null(&sb);
+    nob_log(NOB_INFO, "CMD: %s", sb.items);
+    nob_sb_free(sb);
+    memset(&sb, 0, sizeof(sb));
+
+#ifdef _WIN32
+    // https://docs.microsoft.com/en-us/windows/win32/procthread/creating-a-child-process-with-redirected-input-and-output
+
+    STARTUPINFO siStartInfo;
+    ZeroMemory(&siStartInfo, sizeof(siStartInfo));
+    siStartInfo.cb = sizeof(STARTUPINFO);
+    // NOTE: theoretically setting NULL to std handles should not be a problem
+    // https://docs.microsoft.com/en-us/windows/console/getstdhandle?redirectedfrom=MSDN#attachdetach-behavior
+    // TODO: check for errors in GetStdHandle
+    siStartInfo.hStdError = redirect.fderr ? *redirect.fderr : GetStdHandle(STD_ERROR_HANDLE);
+    siStartInfo.hStdOutput = redirect.fdout ? *redirect.fdout : GetStdHandle(STD_OUTPUT_HANDLE);
+    siStartInfo.hStdInput = redirect.fdin ? *redirect.fdin : GetStdHandle(STD_INPUT_HANDLE);
+    siStartInfo.dwFlags |= STARTF_USESTDHANDLES;
+
+    PROCESS_INFORMATION piProcInfo;
+    ZeroMemory(&piProcInfo, sizeof(PROCESS_INFORMATION));
+
+    // TODO: use a more reliable rendering of the command instead of cmd_render
+    // cmd_render is for logging primarily
+    nob_cmd_render(cmd, &sb);
+    nob_sb_append_null(&sb);
+    BOOL bSuccess = CreateProcessA(NULL, sb.items, NULL, NULL, TRUE, 0, NULL, NULL, &siStartInfo, &piProcInfo);
+    nob_sb_free(sb);
+
+    if (!bSuccess) {
+        nob_log(NOB_ERROR, "Could not create child process: %s", nob_win32_error_message(GetLastError()));
+        return NOB_INVALID_PROC;
+    }
+
+    CloseHandle(piProcInfo.hThread);
+
+    return piProcInfo.hProcess;
+#else
+    pid_t cpid = fork();
+    if (cpid < 0) {
+        nob_log(NOB_ERROR, "Could not fork child process: %s", strerror(errno));
+        return NOB_INVALID_PROC;
+    }
+
+    if (cpid == 0) {
+        if (redirect.fdin) {
+            if (dup2(*redirect.fdin, STDIN_FILENO) < 0) {
+                nob_log(NOB_ERROR, "Could not setup stdin for child process: %s", strerror(errno));
+                exit(1);
+            }
+        }
+
+        if (redirect.fdout) {
+            if (dup2(*redirect.fdout, STDOUT_FILENO) < 0) {
+                nob_log(NOB_ERROR, "Could not setup stdout for child process: %s", strerror(errno));
+                exit(1);
+            }
+        }
+
+        if (redirect.fderr) {
+            if (dup2(*redirect.fderr, STDERR_FILENO) < 0) {
+                nob_log(NOB_ERROR, "Could not setup stderr for child process: %s", strerror(errno));
+                exit(1);
+            }
+        }
+
+        // NOTE: This leaks a bit of memory in the child process.
+        // But do we actually care? It's a one off leak anyway...
+        Nob_Cmd cmd_null = {0};
+        nob_da_append_many(&cmd_null, cmd.items, cmd.count);
+        nob_cmd_append(&cmd_null, NULL);
+
+        if (execvp(cmd.items[0], (char * const*) cmd_null.items) < 0) {
+            nob_log(NOB_ERROR, "Could not exec child process: %s", strerror(errno));
+            exit(1);
+        }
+        NOB_UNREACHABLE("nob_cmd_run_async_redirect");
+    }
+
+    return cpid;
+#endif
+}
+
+Nob_Proc nob_cmd_run_async_and_reset(Nob_Cmd *cmd)
+{
+    Nob_Proc proc = nob_cmd_run_async(*cmd);
+    cmd->count = 0;
+    return proc;
+}
+
+Nob_Proc nob_cmd_run_async_redirect_and_reset(Nob_Cmd *cmd, Nob_Cmd_Redirect redirect)
+{
+    Nob_Proc proc = nob_cmd_run_async_redirect(*cmd, redirect);
+    cmd->count = 0;
+    if (redirect.fdin) {
+        nob_fd_close(*redirect.fdin);
+        *redirect.fdin = NOB_INVALID_FD;
+    }
+    if (redirect.fdout) {
+        nob_fd_close(*redirect.fdout);
+        *redirect.fdout = NOB_INVALID_FD;
+    }
+    if (redirect.fderr) {
+        nob_fd_close(*redirect.fderr);
+        *redirect.fderr = NOB_INVALID_FD;
+    }
+    return proc;
+}
+
+Nob_Fd nob_fd_open_for_read(const char *path)
+{
+#ifndef _WIN32
+    Nob_Fd result = open(path, O_RDONLY);
+    if (result < 0) {
+        nob_log(NOB_ERROR, "Could not open file %s: %s", path, strerror(errno));
+        return NOB_INVALID_FD;
+    }
+    return result;
+#else
+    // https://docs.microsoft.com/en-us/windows/win32/fileio/opening-a-file-for-reading-or-writing
+    SECURITY_ATTRIBUTES saAttr = {0};
+    saAttr.nLength = sizeof(SECURITY_ATTRIBUTES);
+    saAttr.bInheritHandle = TRUE;
+
+    Nob_Fd result = CreateFile(
+                    path,
+                    GENERIC_READ,
+                    0,
+                    &saAttr,
+                    OPEN_EXISTING,
+                    FILE_ATTRIBUTE_READONLY,
+                    NULL);
+
+    if (result == INVALID_HANDLE_VALUE) {
+        nob_log(NOB_ERROR, "Could not open file %s: %s", path, nob_win32_error_message(GetLastError()));
+        return NOB_INVALID_FD;
+    }
+
+    return result;
+#endif // _WIN32
+}
+
+Nob_Fd nob_fd_open_for_write(const char *path)
+{
+#ifndef _WIN32
+    Nob_Fd result = open(path,
+                     O_WRONLY | O_CREAT | O_TRUNC,
+                     S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH);
+    if (result < 0) {
+        nob_log(NOB_ERROR, "could not open file %s: %s", path, strerror(errno));
+        return NOB_INVALID_FD;
+    }
+    return result;
+#else
+    SECURITY_ATTRIBUTES saAttr = {0};
+    saAttr.nLength = sizeof(SECURITY_ATTRIBUTES);
+    saAttr.bInheritHandle = TRUE;
+
+    Nob_Fd result = CreateFile(
+                    path,                            // name of the write
+                    GENERIC_WRITE,                   // open for writing
+                    0,                               // do not share
+                    &saAttr,                         // default security
+                    CREATE_ALWAYS,                   // create always
+                    FILE_ATTRIBUTE_NORMAL,           // normal file
+                    NULL                             // no attr. template
+                );
+
+    if (result == INVALID_HANDLE_VALUE) {
+        nob_log(NOB_ERROR, "Could not open file %s: %s", path, nob_win32_error_message(GetLastError()));
+        return NOB_INVALID_FD;
+    }
+
+    return result;
+#endif // _WIN32
+}
+
+void nob_fd_close(Nob_Fd fd)
+{
+#ifdef _WIN32
+    CloseHandle(fd);
+#else
+    close(fd);
+#endif // _WIN32
+}
+
+bool nob_procs_wait(Nob_Procs procs)
+{
+    bool success = true;
+    for (size_t i = 0; i < procs.count; ++i) {
+        success = nob_proc_wait(procs.items[i]) && success;
+    }
+    return success;
+}
+
+bool nob_procs_wait_and_reset(Nob_Procs *procs)
+{
+    bool success = nob_procs_wait(*procs);
+    procs->count = 0;
+    return success;
+}
+
+bool nob_proc_wait(Nob_Proc proc)
+{
+    if (proc == NOB_INVALID_PROC) return false;
+
+#ifdef _WIN32
+    DWORD result = WaitForSingleObject(
+                       proc,    // HANDLE hHandle,
+                       INFINITE // DWORD  dwMilliseconds
+                   );
+
+    if (result == WAIT_FAILED) {
+        nob_log(NOB_ERROR, "could not wait on child process: %s", nob_win32_error_message(GetLastError()));
+        return false;
+    }
+
+    DWORD exit_status;
+    if (!GetExitCodeProcess(proc, &exit_status)) {
+        nob_log(NOB_ERROR, "could not get process exit code: %s", nob_win32_error_message(GetLastError()));
+        return false;
+    }
+
+    if (exit_status != 0) {
+        nob_log(NOB_ERROR, "command exited with exit code %lu", exit_status);
+        return false;
+    }
+
+    CloseHandle(proc);
+
+    return true;
+#else
+    for (;;) {
+        int wstatus = 0;
+        if (waitpid(proc, &wstatus, 0) < 0) {
+            nob_log(NOB_ERROR, "could not wait on command (pid %d): %s", proc, strerror(errno));
+            return false;
+        }
+
+        if (WIFEXITED(wstatus)) {
+            int exit_status = WEXITSTATUS(wstatus);
+            if (exit_status != 0) {
+                nob_log(NOB_ERROR, "command exited with exit code %d", exit_status);
+                return false;
+            }
+
+            break;
+        }
+
+        if (WIFSIGNALED(wstatus)) {
+            nob_log(NOB_ERROR, "command process was terminated by signal %d", WTERMSIG(wstatus));
+            return false;
+        }
+    }
+
+    return true;
+#endif
+}
+
+bool nob_procs_append_with_flush(Nob_Procs *procs, Nob_Proc proc, size_t max_procs_count)
+{
+    nob_da_append(procs, proc);
+
+    if (procs->count >= max_procs_count) {
+        if (!nob_procs_wait_and_reset(procs)) return false;
+    }
+
+    return true;
+}
+
+bool nob_cmd_run_sync_redirect(Nob_Cmd cmd, Nob_Cmd_Redirect redirect)
+{
+    Nob_Proc p = nob_cmd_run_async_redirect(cmd, redirect);
+    if (p == NOB_INVALID_PROC) return false;
+    return nob_proc_wait(p);
+}
+
+bool nob_cmd_run_sync(Nob_Cmd cmd)
+{
+    Nob_Proc p = nob_cmd_run_async(cmd);
+    if (p == NOB_INVALID_PROC) return false;
+    return nob_proc_wait(p);
+}
+
+bool nob_cmd_run_sync_and_reset(Nob_Cmd *cmd)
+{
+    bool p = nob_cmd_run_sync(*cmd);
+    cmd->count = 0;
+    return p;
+}
+
+bool nob_cmd_run_sync_redirect_and_reset(Nob_Cmd *cmd, Nob_Cmd_Redirect redirect)
+{
+    bool p = nob_cmd_run_sync_redirect(*cmd, redirect);
+    cmd->count = 0;
+    if (redirect.fdin) {
+        nob_fd_close(*redirect.fdin);
+        *redirect.fdin = NOB_INVALID_FD;
+    }
+    if (redirect.fdout) {
+        nob_fd_close(*redirect.fdout);
+        *redirect.fdout = NOB_INVALID_FD;
+    }
+    if (redirect.fderr) {
+        nob_fd_close(*redirect.fderr);
+        *redirect.fderr = NOB_INVALID_FD;
+    }
+    return p;
+}
+
+void nob_log(Nob_Log_Level level, const char *fmt, ...)
+{
+    if (level < nob_minimal_log_level) return;
+
+    switch (level) {
+    case NOB_INFO:
+        fprintf(stderr, "[INFO] ");
+        break;
+    case NOB_WARNING:
+        fprintf(stderr, "[WARNING] ");
+        break;
+    case NOB_ERROR:
+        fprintf(stderr, "[ERROR] ");
+        break;
+    case NOB_NO_LOGS: return;
+    default:
+        NOB_UNREACHABLE("nob_log");
+    }
+
+    va_list args;
+    va_start(args, fmt);
+    vfprintf(stderr, fmt, args);
+    va_end(args);
+    fprintf(stderr, "\n");
+}
+
+bool nob_read_entire_dir(const char *parent, Nob_File_Paths *children)
+{
+    bool result = true;
+    DIR *dir = NULL;
+
+    dir = opendir(parent);
+    if (dir == NULL) {
+        #ifdef _WIN32
+        nob_log(NOB_ERROR, "Could not open directory %s: %s", parent, nob_win32_error_message(GetLastError()));
+        #else
+        nob_log(NOB_ERROR, "Could not open directory %s: %s", parent, strerror(errno));
+        #endif // _WIN32
+        nob_return_defer(false);
+    }
+
+    errno = 0;
+    struct dirent *ent = readdir(dir);
+    while (ent != NULL) {
+        nob_da_append(children, nob_temp_strdup(ent->d_name));
+        ent = readdir(dir);
+    }
+
+    if (errno != 0) {
+        #ifdef _WIN32
+        nob_log(NOB_ERROR, "Could not read directory %s: %s", parent, nob_win32_error_message(GetLastError()));
+        #else
+        nob_log(NOB_ERROR, "Could not read directory %s: %s", parent, strerror(errno));
+        #endif // _WIN32
+        nob_return_defer(false);
+    }
+
+defer:
+    if (dir) closedir(dir);
+    return result;
+}
+
+bool nob_write_entire_file(const char *path, const void *data, size_t size)
+{
+    bool result = true;
+
+    FILE *f = fopen(path, "wb");
+    if (f == NULL) {
+        nob_log(NOB_ERROR, "Could not open file %s for writing: %s\n", path, strerror(errno));
+        nob_return_defer(false);
+    }
+
+    //           len
+    //           v
+    // aaaaaaaaaa
+    //     ^
+    //     data
+
+    const char *buf = data;
+    while (size > 0) {
+        size_t n = fwrite(buf, 1, size, f);
+        if (ferror(f)) {
+            nob_log(NOB_ERROR, "Could not write into file %s: %s\n", path, strerror(errno));
+            nob_return_defer(false);
+        }
+        size -= n;
+        buf  += n;
+    }
+
+defer:
+    if (f) fclose(f);
+    return result;
+}
+
+Nob_File_Type nob_get_file_type(const char *path)
+{
+#ifdef _WIN32
+    DWORD attr = GetFileAttributesA(path);
+    if (attr == INVALID_FILE_ATTRIBUTES) {
+        nob_log(NOB_ERROR, "Could not get file attributes of %s: %s", path, nob_win32_error_message(GetLastError()));
+        return -1;
+    }
+
+    if (attr & FILE_ATTRIBUTE_DIRECTORY) return NOB_FILE_DIRECTORY;
+    // TODO: detect symlinks on Windows (whatever that means on Windows anyway)
+    return NOB_FILE_REGULAR;
+#else // _WIN32
+    struct stat statbuf;
+    if (stat(path, &statbuf) < 0) {
+        nob_log(NOB_ERROR, "Could not get stat of %s: %s", path, strerror(errno));
+        return -1;
+    }
+
+    if (S_ISREG(statbuf.st_mode)) return NOB_FILE_REGULAR;
+    if (S_ISDIR(statbuf.st_mode)) return NOB_FILE_DIRECTORY;
+    if (S_ISLNK(statbuf.st_mode)) return NOB_FILE_SYMLINK;
+    return NOB_FILE_OTHER;
+#endif // _WIN32
+}
+
+bool nob_delete_file(const char *path)
+{
+    nob_log(NOB_INFO, "deleting %s", path);
+#ifdef _WIN32
+    if (!DeleteFileA(path)) {
+        nob_log(NOB_ERROR, "Could not delete file %s: %s", path, nob_win32_error_message(GetLastError()));
+        return false;
+    }
+    return true;
+#else
+    if (remove(path) < 0) {
+        nob_log(NOB_ERROR, "Could not delete file %s: %s", path, strerror(errno));
+        return false;
+    }
+    return true;
+#endif // _WIN32
+}
+
+bool nob_copy_directory_recursively(const char *src_path, const char *dst_path)
+{
+    bool result = true;
+    Nob_File_Paths children = {0};
+    Nob_String_Builder src_sb = {0};
+    Nob_String_Builder dst_sb = {0};
+    size_t temp_checkpoint = nob_temp_save();
+
+    Nob_File_Type type = nob_get_file_type(src_path);
+    if (type < 0) return false;
+
+    switch (type) {
+        case NOB_FILE_DIRECTORY: {
+            if (!nob_mkdir_if_not_exists(dst_path)) nob_return_defer(false);
+            if (!nob_read_entire_dir(src_path, &children)) nob_return_defer(false);
+
+            for (size_t i = 0; i < children.count; ++i) {
+                if (strcmp(children.items[i], ".") == 0) continue;
+                if (strcmp(children.items[i], "..") == 0) continue;
+
+                src_sb.count = 0;
+                nob_sb_append_cstr(&src_sb, src_path);
+                nob_sb_append_cstr(&src_sb, "/");
+                nob_sb_append_cstr(&src_sb, children.items[i]);
+                nob_sb_append_null(&src_sb);
+
+                dst_sb.count = 0;
+                nob_sb_append_cstr(&dst_sb, dst_path);
+                nob_sb_append_cstr(&dst_sb, "/");
+                nob_sb_append_cstr(&dst_sb, children.items[i]);
+                nob_sb_append_null(&dst_sb);
+
+                if (!nob_copy_directory_recursively(src_sb.items, dst_sb.items)) {
+                    nob_return_defer(false);
+                }
+            }
+        } break;
+
+        case NOB_FILE_REGULAR: {
+            if (!nob_copy_file(src_path, dst_path)) {
+                nob_return_defer(false);
+            }
+        } break;
+
+        case NOB_FILE_SYMLINK: {
+            nob_log(NOB_WARNING, "TODO: Copying symlinks is not supported yet");
+        } break;
+
+        case NOB_FILE_OTHER: {
+            nob_log(NOB_ERROR, "Unsupported type of file %s", src_path);
+            nob_return_defer(false);
+        } break;
+
+        default: NOB_UNREACHABLE("nob_copy_directory_recursively");
+    }
+
+defer:
+    nob_temp_rewind(temp_checkpoint);
+    nob_da_free(src_sb);
+    nob_da_free(dst_sb);
+    nob_da_free(children);
+    return result;
+}
+
+char *nob_temp_strdup(const char *cstr)
+{
+    size_t n = strlen(cstr);
+    char *result = nob_temp_alloc(n + 1);
+    NOB_ASSERT(result != NULL && "Increase NOB_TEMP_CAPACITY");
+    memcpy(result, cstr, n);
+    result[n] = '\0';
+    return result;
+}
+
+void *nob_temp_alloc(size_t size)
+{
+    if (nob_temp_size + size > NOB_TEMP_CAPACITY) return NULL;
+    void *result = &nob_temp[nob_temp_size];
+    nob_temp_size += size;
+    return result;
+}
+
+char *nob_temp_sprintf(const char *format, ...)
+{
+    va_list args;
+    va_start(args, format);
+    int n = vsnprintf(NULL, 0, format, args);
+    va_end(args);
+
+    NOB_ASSERT(n >= 0);
+    char *result = nob_temp_alloc(n + 1);
+    NOB_ASSERT(result != NULL && "Extend the size of the temporary allocator");
+    // TODO: use proper arenas for the temporary allocator;
+    va_start(args, format);
+    vsnprintf(result, n + 1, format, args);
+    va_end(args);
+
+    return result;
+}
+
+void nob_temp_reset(void)
+{
+    nob_temp_size = 0;
+}
+
+size_t nob_temp_save(void)
+{
+    return nob_temp_size;
+}
+
+void nob_temp_rewind(size_t checkpoint)
+{
+    nob_temp_size = checkpoint;
+}
+
+const char *nob_temp_sv_to_cstr(Nob_String_View sv)
+{
+    char *result = nob_temp_alloc(sv.count + 1);
+    NOB_ASSERT(result != NULL && "Extend the size of the temporary allocator");
+    memcpy(result, sv.data, sv.count);
+    result[sv.count] = '\0';
+    return result;
+}
+
+int nob_needs_rebuild(const char *output_path, const char **input_paths, size_t input_paths_count)
+{
+#ifdef _WIN32
+    BOOL bSuccess;
+
+    HANDLE output_path_fd = CreateFile(output_path, GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_READONLY, NULL);
+    if (output_path_fd == INVALID_HANDLE_VALUE) {
+        // NOTE: if output does not exist it 100% must be rebuilt
+        if (GetLastError() == ERROR_FILE_NOT_FOUND) return 1;
+        nob_log(NOB_ERROR, "Could not open file %s: %s", output_path, nob_win32_error_message(GetLastError()));
+        return -1;
+    }
+    FILETIME output_path_time;
+    bSuccess = GetFileTime(output_path_fd, NULL, NULL, &output_path_time);
+    CloseHandle(output_path_fd);
+    if (!bSuccess) {
+        nob_log(NOB_ERROR, "Could not get time of %s: %s", output_path, nob_win32_error_message(GetLastError()));
+        return -1;
+    }
+
+    for (size_t i = 0; i < input_paths_count; ++i) {
+        const char *input_path = input_paths[i];
+        HANDLE input_path_fd = CreateFile(input_path, GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_READONLY, NULL);
+        if (input_path_fd == INVALID_HANDLE_VALUE) {
+            // NOTE: non-existing input is an error cause it is needed for building in the first place
+            nob_log(NOB_ERROR, "Could not open file %s: %s", input_path, nob_win32_error_message(GetLastError()));
+            return -1;
+        }
+        FILETIME input_path_time;
+        bSuccess = GetFileTime(input_path_fd, NULL, NULL, &input_path_time);
+        CloseHandle(input_path_fd);
+        if (!bSuccess) {
+            nob_log(NOB_ERROR, "Could not get time of %s: %s", input_path, nob_win32_error_message(GetLastError()));
+            return -1;
+        }
+
+        // NOTE: if even a single input_path is fresher than output_path that's 100% rebuild
+        if (CompareFileTime(&input_path_time, &output_path_time) == 1) return 1;
+    }
+
+    return 0;
+#else
+    struct stat statbuf = {0};
+
+    if (stat(output_path, &statbuf) < 0) {
+        // NOTE: if output does not exist it 100% must be rebuilt
+        if (errno == ENOENT) return 1;
+        nob_log(NOB_ERROR, "could not stat %s: %s", output_path, strerror(errno));
+        return -1;
+    }
+    int output_path_time = statbuf.st_mtime;
+
+    for (size_t i = 0; i < input_paths_count; ++i) {
+        const char *input_path = input_paths[i];
+        if (stat(input_path, &statbuf) < 0) {
+            // NOTE: non-existing input is an error cause it is needed for building in the first place
+            nob_log(NOB_ERROR, "could not stat %s: %s", input_path, strerror(errno));
+            return -1;
+        }
+        int input_path_time = statbuf.st_mtime;
+        // NOTE: if even a single input_path is fresher than output_path that's 100% rebuild
+        if (input_path_time > output_path_time) return 1;
+    }
+
+    return 0;
+#endif
+}
+
+int nob_needs_rebuild1(const char *output_path, const char *input_path)
+{
+    return nob_needs_rebuild(output_path, &input_path, 1);
+}
+
+const char *nob_path_name(const char *path)
+{
+#ifdef _WIN32
+    const char *p1 = strrchr(path, '/');
+    const char *p2 = strrchr(path, '\\');
+    const char *p = (p1 > p2)? p1 : p2;  // NULL is ignored if the other search is successful
+    return p ? p + 1 : path;
+#else
+    const char *p = strrchr(path, '/');
+    return p ? p + 1 : path;
+#endif // _WIN32
+}
+
+bool nob_rename(const char *old_path, const char *new_path)
+{
+    nob_log(NOB_INFO, "renaming %s -> %s", old_path, new_path);
+#ifdef _WIN32
+    if (!MoveFileEx(old_path, new_path, MOVEFILE_REPLACE_EXISTING)) {
+        nob_log(NOB_ERROR, "could not rename %s to %s: %s", old_path, new_path, nob_win32_error_message(GetLastError()));
+        return false;
+    }
+#else
+    if (rename(old_path, new_path) < 0) {
+        nob_log(NOB_ERROR, "could not rename %s to %s: %s", old_path, new_path, strerror(errno));
+        return false;
+    }
+#endif // _WIN32
+    return true;
+}
+
+bool nob_read_entire_file(const char *path, Nob_String_Builder *sb)
+{
+    bool result = true;
+
+    FILE *f = fopen(path, "rb");
+    if (f == NULL)                 nob_return_defer(false);
+    if (fseek(f, 0, SEEK_END) < 0) nob_return_defer(false);
+#ifndef _WIN32
+    long m = ftell(f);
+#else
+    long long m = _ftelli64(f);
+#endif
+    if (m < 0)                     nob_return_defer(false);
+    if (fseek(f, 0, SEEK_SET) < 0) nob_return_defer(false);
+
+    size_t new_count = sb->count + m;
+    if (new_count > sb->capacity) {
+        sb->items = NOB_REALLOC(sb->items, new_count);
+        NOB_ASSERT(sb->items != NULL && "Buy more RAM lool!!");
+        sb->capacity = new_count;
+    }
+
+    fread(sb->items + sb->count, m, 1, f);
+    if (ferror(f)) {
+        // TODO: Afaik, ferror does not set errno. So the error reporting in defer is not correct in this case.
+        nob_return_defer(false);
+    }
+    sb->count = new_count;
+
+defer:
+    if (!result) nob_log(NOB_ERROR, "Could not read file %s: %s", path, strerror(errno));
+    if (f) fclose(f);
+    return result;
+}
+
+int nob_sb_appendf(Nob_String_Builder *sb, const char *fmt, ...)
+{
+    va_list args;
+
+    va_start(args, fmt);
+    int n = vsnprintf(NULL, 0, fmt, args);
+    va_end(args);
+
+    // NOTE: the new_capacity needs to be +1 because of the null terminator.
+    // However, further below we increase sb->count by n, not n + 1.
+    // This is because we don't want the sb to include the null terminator. The user can always sb_append_null() if they want it
+    nob_da_reserve(sb, sb->count + n + 1);
+    char *dest = sb->items + sb->count;
+    va_start(args, fmt);
+    vsprintf(dest, fmt, args);
+    va_end(args);
+
+    sb->count += n;
+
+    return n;
+}
+
+Nob_String_View nob_sv_chop_by_delim(Nob_String_View *sv, char delim)
+{
+    size_t i = 0;
+    while (i < sv->count && sv->data[i] != delim) {
+        i += 1;
+    }
+
+    Nob_String_View result = nob_sv_from_parts(sv->data, i);
+
+    if (i < sv->count) {
+        sv->count -= i + 1;
+        sv->data  += i + 1;
+    } else {
+        sv->count -= i;
+        sv->data  += i;
+    }
+
+    return result;
+}
+
+Nob_String_View nob_sv_chop_left(Nob_String_View *sv, size_t n)
+{
+    if (n > sv->count) {
+        n = sv->count;
+    }
+
+    Nob_String_View result = nob_sv_from_parts(sv->data, n);
+
+    sv->data  += n;
+    sv->count -= n;
+
+    return result;
+}
+
+Nob_String_View nob_sv_from_parts(const char *data, size_t count)
+{
+    Nob_String_View sv;
+    sv.count = count;
+    sv.data = data;
+    return sv;
+}
+
+Nob_String_View nob_sv_trim_left(Nob_String_View sv)
+{
+    size_t i = 0;
+    while (i < sv.count && isspace(sv.data[i])) {
+        i += 1;
+    }
+
+    return nob_sv_from_parts(sv.data + i, sv.count - i);
+}
+
+Nob_String_View nob_sv_trim_right(Nob_String_View sv)
+{
+    size_t i = 0;
+    while (i < sv.count && isspace(sv.data[sv.count - 1 - i])) {
+        i += 1;
+    }
+
+    return nob_sv_from_parts(sv.data, sv.count - i);
+}
+
+Nob_String_View nob_sv_trim(Nob_String_View sv)
+{
+    return nob_sv_trim_right(nob_sv_trim_left(sv));
+}
+
+Nob_String_View nob_sv_from_cstr(const char *cstr)
+{
+    return nob_sv_from_parts(cstr, strlen(cstr));
+}
+
+bool nob_sv_eq(Nob_String_View a, Nob_String_View b)
+{
+    if (a.count != b.count) {
+        return false;
+    } else {
+        return memcmp(a.data, b.data, a.count) == 0;
+    }
+}
+
+bool nob_sv_end_with(Nob_String_View sv, const char *cstr)
+{
+    size_t cstr_count = strlen(cstr);
+    if (sv.count >= cstr_count) {
+        size_t ending_start = sv.count - cstr_count;
+        Nob_String_View sv_ending = nob_sv_from_parts(sv.data + ending_start, cstr_count);
+        return nob_sv_eq(sv_ending, nob_sv_from_cstr(cstr));
+    }
+    return false;
+}
+
+
+bool nob_sv_starts_with(Nob_String_View sv, Nob_String_View expected_prefix)
+{
+    if (expected_prefix.count <= sv.count) {
+        Nob_String_View actual_prefix = nob_sv_from_parts(sv.data, expected_prefix.count);
+        return nob_sv_eq(expected_prefix, actual_prefix);
+    }
+
+    return false;
+}
+
+// RETURNS:
+//  0 - file does not exists
+//  1 - file exists
+// -1 - error while checking if file exists. The error is logged
+int nob_file_exists(const char *file_path)
+{
+#if _WIN32
+    // TODO: distinguish between "does not exists" and other errors
+    DWORD dwAttrib = GetFileAttributesA(file_path);
+    return dwAttrib != INVALID_FILE_ATTRIBUTES;
+#else
+    struct stat statbuf;
+    if (stat(file_path, &statbuf) < 0) {
+        if (errno == ENOENT) return 0;
+        nob_log(NOB_ERROR, "Could not check if file %s exists: %s", file_path, strerror(errno));
+        return -1;
+    }
+    return 1;
+#endif
+}
+
+const char *nob_get_current_dir_temp(void)
+{
+#ifdef _WIN32
+    DWORD nBufferLength = GetCurrentDirectory(0, NULL);
+    if (nBufferLength == 0) {
+        nob_log(NOB_ERROR, "could not get current directory: %s", nob_win32_error_message(GetLastError()));
+        return NULL;
+    }
+
+    char *buffer = (char*) nob_temp_alloc(nBufferLength);
+    if (GetCurrentDirectory(nBufferLength, buffer) == 0) {
+        nob_log(NOB_ERROR, "could not get current directory: %s", nob_win32_error_message(GetLastError()));
+        return NULL;
+    }
+
+    return buffer;
+#else
+    char *buffer = (char*) nob_temp_alloc(PATH_MAX);
+    if (getcwd(buffer, PATH_MAX) == NULL) {
+        nob_log(NOB_ERROR, "could not get current directory: %s", strerror(errno));
+        return NULL;
+    }
+
+    return buffer;
+#endif // _WIN32
+}
+
+bool nob_set_current_dir(const char *path)
+{
+#ifdef _WIN32
+    if (!SetCurrentDirectory(path)) {
+        nob_log(NOB_ERROR, "could not set current directory to %s: %s", path, nob_win32_error_message(GetLastError()));
+        return false;
+    }
+    return true;
+#else
+    if (chdir(path) < 0) {
+        nob_log(NOB_ERROR, "could not set current directory to %s: %s", path, strerror(errno));
+        return false;
+    }
+    return true;
+#endif // _WIN32
+}
+
+// minirent.h SOURCE BEGIN ////////////////////////////////////////
+#ifdef _WIN32
+struct DIR
+{
+    HANDLE hFind;
+    WIN32_FIND_DATA data;
+    struct dirent *dirent;
+};
+
+DIR *opendir(const char *dirpath)
+{
+    NOB_ASSERT(dirpath);
+
+    char buffer[MAX_PATH];
+    snprintf(buffer, MAX_PATH, "%s\\*", dirpath);
+
+    DIR *dir = (DIR*)NOB_REALLOC(NULL, sizeof(DIR));
+    memset(dir, 0, sizeof(DIR));
+
+    dir->hFind = FindFirstFile(buffer, &dir->data);
+    if (dir->hFind == INVALID_HANDLE_VALUE) {
+        // TODO: opendir should set errno accordingly on FindFirstFile fail
+        // https://docs.microsoft.com/en-us/windows/win32/api/errhandlingapi/nf-errhandlingapi-getlasterror
+        errno = ENOSYS;
+        goto fail;
+    }
+
+    return dir;
+
+fail:
+    if (dir) {
+        NOB_FREE(dir);
+    }
+
+    return NULL;
+}
+
+struct dirent *readdir(DIR *dirp)
+{
+    NOB_ASSERT(dirp);
+
+    if (dirp->dirent == NULL) {
+        dirp->dirent = (struct dirent*)NOB_REALLOC(NULL, sizeof(struct dirent));
+        memset(dirp->dirent, 0, sizeof(struct dirent));
+    } else {
+        if(!FindNextFile(dirp->hFind, &dirp->data)) {
+            if (GetLastError() != ERROR_NO_MORE_FILES) {
+                // TODO: readdir should set errno accordingly on FindNextFile fail
+                // https://docs.microsoft.com/en-us/windows/win32/api/errhandlingapi/nf-errhandlingapi-getlasterror
+                errno = ENOSYS;
+            }
+
+            return NULL;
+        }
+    }
+
+    memset(dirp->dirent->d_name, 0, sizeof(dirp->dirent->d_name));
+
+    strncpy(
+        dirp->dirent->d_name,
+        dirp->data.cFileName,
+        sizeof(dirp->dirent->d_name) - 1);
+
+    return dirp->dirent;
+}
+
+int closedir(DIR *dirp)
+{
+    NOB_ASSERT(dirp);
+
+    if(!FindClose(dirp->hFind)) {
+        // TODO: closedir should set errno accordingly on FindClose fail
+        // https://docs.microsoft.com/en-us/windows/win32/api/errhandlingapi/nf-errhandlingapi-getlasterror
+        errno = ENOSYS;
+        return -1;
+    }
+
+    if (dirp->dirent) {
+        NOB_FREE(dirp->dirent);
+    }
+    NOB_FREE(dirp);
+
+    return 0;
+}
+#endif // _WIN32
+// minirent.h SOURCE END ////////////////////////////////////////
+
+#endif // NOB_IMPLEMENTATION
+
+#ifndef NOB_STRIP_PREFIX_GUARD_
+#define NOB_STRIP_PREFIX_GUARD_
+    // NOTE: The name stripping should be part of the header so it's not accidentally included
+    // several times. At the same time, it should be at the end of the file so to not create any
+    // potential conflicts in the NOB_IMPLEMENTATION. The header obviously cannot be at the end
+    // of the file because NOB_IMPLEMENTATION needs the forward declarations from there. So the
+    // solution is to split the header into two parts where the name stripping part is at the
+    // end of the file after the NOB_IMPLEMENTATION.
+    #ifdef NOB_STRIP_PREFIX
+        #define TODO NOB_TODO
+        #define UNREACHABLE NOB_UNREACHABLE
+        #define UNUSED NOB_UNUSED
+        #define ARRAY_LEN NOB_ARRAY_LEN
+        #define ARRAY_GET NOB_ARRAY_GET
+        #define INFO NOB_INFO
+        #define WARNING NOB_WARNING
+        #define ERROR NOB_ERROR
+        #define NO_LOGS NOB_NO_LOGS
+        #define Log_Level Nob_Log_Level
+        #define minimal_log_level nob_minimal_log_level
+        // NOTE: Name log is already defined in math.h and historically always was the natural logarithmic function.
+        // So there should be no reason to strip the `nob_` prefix in this specific case.
+        // #define log nob_log
+        #define shift nob_shift
+        #define shift_args nob_shift_args
+        #define File_Paths Nob_File_Paths
+        #define FILE_REGULAR NOB_FILE_REGULAR
+        #define FILE_DIRECTORY NOB_FILE_DIRECTORY
+        #define FILE_SYMLINK NOB_FILE_SYMLINK
+        #define FILE_OTHER NOB_FILE_OTHER
+        #define File_Type Nob_File_Type
+        #define mkdir_if_not_exists nob_mkdir_if_not_exists
+        #define copy_file nob_copy_file
+        #define copy_directory_recursively nob_copy_directory_recursively
+        #define read_entire_dir nob_read_entire_dir
+        #define write_entire_file nob_write_entire_file
+        #define get_file_type nob_get_file_type
+        #define delete_file nob_delete_file
+        #define return_defer nob_return_defer
+        #define da_append nob_da_append
+        #define da_free nob_da_free
+        #define da_append_many nob_da_append_many
+        #define da_resize nob_da_resize
+        #define da_reserve nob_da_reserve
+        #define da_last nob_da_last
+        #define da_remove_unordered nob_da_remove_unordered
+        #define da_foreach nob_da_foreach
+        #define String_Builder Nob_String_Builder
+        #define read_entire_file nob_read_entire_file
+        #define sb_appendf nob_sb_appendf
+        #define sb_append_buf nob_sb_append_buf
+        #define sb_append_cstr nob_sb_append_cstr
+        #define sb_append_null nob_sb_append_null
+        #define sb_free nob_sb_free
+        #define Proc Nob_Proc
+        #define INVALID_PROC NOB_INVALID_PROC
+        #define Fd Nob_Fd
+        #define INVALID_FD NOB_INVALID_FD
+        #define fd_open_for_read nob_fd_open_for_read
+        #define fd_open_for_write nob_fd_open_for_write
+        #define fd_close nob_fd_close
+        #define Procs Nob_Procs
+        #define proc_wait nob_proc_wait
+        #define procs_wait nob_procs_wait
+        #define procs_wait_and_reset nob_procs_wait_and_reset
+        #define procs_append_with_flush nob_procs_append_with_flush
+        #define Cmd Nob_Cmd
+        #define Cmd_Redirect Nob_Cmd_Redirect
+        #define cmd_render nob_cmd_render
+        #define cmd_append nob_cmd_append
+        #define cmd_extend nob_cmd_extend
+        #define cmd_free nob_cmd_free
+        #define cmd_run_async nob_cmd_run_async
+        #define cmd_run_async_and_reset nob_cmd_run_async_and_reset
+        #define cmd_run_async_redirect nob_cmd_run_async_redirect
+        #define cmd_run_async_redirect_and_reset nob_cmd_run_async_redirect_and_reset
+        #define cmd_run_sync nob_cmd_run_sync
+        #define cmd_run_sync_and_reset nob_cmd_run_sync_and_reset
+        #define cmd_run_sync_redirect nob_cmd_run_sync_redirect
+        #define cmd_run_sync_redirect_and_reset nob_cmd_run_sync_redirect_and_reset
+        #define temp_strdup nob_temp_strdup
+        #define temp_alloc nob_temp_alloc
+        #define temp_sprintf nob_temp_sprintf
+        #define temp_reset nob_temp_reset
+        #define temp_save nob_temp_save
+        #define temp_rewind nob_temp_rewind
+        #define path_name nob_path_name
+        #define rename nob_rename
+        #define needs_rebuild nob_needs_rebuild
+        #define needs_rebuild1 nob_needs_rebuild1
+        #define file_exists nob_file_exists
+        #define get_current_dir_temp nob_get_current_dir_temp
+        #define set_current_dir nob_set_current_dir
+        #define String_View Nob_String_View
+        #define temp_sv_to_cstr nob_temp_sv_to_cstr
+        #define sv_chop_by_delim nob_sv_chop_by_delim
+        #define sv_chop_left nob_sv_chop_left
+        #define sv_trim nob_sv_trim
+        #define sv_trim_left nob_sv_trim_left
+        #define sv_trim_right nob_sv_trim_right
+        #define sv_eq nob_sv_eq
+        #define sv_starts_with nob_sv_starts_with
+        #define sv_end_with nob_sv_end_with
+        #define sv_from_cstr nob_sv_from_cstr
+        #define sv_from_parts nob_sv_from_parts
+        #define sb_to_sv nob_sb_to_sv
+        #define win32_error_message nob_win32_error_message
+    #endif // NOB_STRIP_PREFIX
+#endif // NOB_STRIP_PREFIX_GUARD_
+
+/*
+   Revision history:
+
+     1.19.0 (2025-03-25) Add nob_procs_append_with_flush() (By @rexim and @anion155)
+     1.18.0 (2025-03-24) Add nob_da_foreach() (By @rexim)
+                         Allow file sizes greater than 2GB to be read on windows (By @satchelfrost and @KillerxDBr)
+                         Fix nob_fd_open_for_write behaviour on windows so it truncates the opened files (By @twixuss)
+     1.17.0 (2025-03-16) Factor out nob_da_reserve() (By @rexim)
+                         Add nob_sb_appendf() (By @angelcaru)
+     1.16.1 (2025-03-16) Make nob_da_resize() exponentially grow capacity similar to no_da_append_many()
+     1.16.0 (2025-03-16) Introduce NOB_PRINTF_FORMAT
+     1.15.1 (2025-03-16) Make nob.h compilable in gcc/clang with -std=c99 on POSIX. This includes:
+                           not using strsignal()
+                           using S_IS* stat macros instead of S_IF* flags
+     1.15.0 (2025-03-03) Add nob_sv_chop_left()
+     1.14.1 (2025-03-02) Add NOB_EXPERIMENTAL_DELETE_OLD flag that enables deletion of nob.old in Go Rebuild Urself™ Technology
+     1.14.0 (2025-02-17) Add nob_da_last()
+                         Add nob_da_remove_unordered()
+     1.13.1 (2025-02-17) Fix segfault in nob_delete_file() (By @SileNce5k)
+     1.13.0 (2025-02-11) Add nob_da_resize() (By @satchelfrost)
+     1.12.0 (2025-02-04) Add nob_delete_file()
+                         Add nob_sv_start_with()
+     1.11.0 (2025-02-04) Add NOB_GO_REBUILD_URSELF_PLUS() (By @rexim)
+     1.10.0 (2025-02-04) Make NOB_ASSERT, NOB_REALLOC, and NOB_FREE redefinable (By @OleksiiBulba)
+      1.9.1 (2025-02-04) Fix signature of nob_get_current_dir_temp() (By @julianstoerig)
+      1.9.0 (2024-11-06) Add Nob_Cmd_Redirect mechanism (By @rexim)
+                         Add nob_path_name() (By @0dminnimda)
+      1.8.0 (2024-11-03) Add nob_cmd_extend() (By @0dminnimda)
+      1.7.0 (2024-11-03) Add nob_win32_error_message and NOB_WIN32_ERR_MSG_SIZE (By @KillerxDBr)
+      1.6.0 (2024-10-27) Add nob_cmd_run_sync_and_reset()
+                         Add nob_sb_to_sv()
+                         Add nob_procs_wait_and_reset()
+      1.5.1 (2024-10-25) Include limits.h for Linux musl libc (by @pgalkin)
+      1.5.0 (2024-10-23) Add nob_get_current_dir_temp()
+                         Add nob_set_current_dir()
+      1.4.0 (2024-10-21) Fix UX issues with NOB_GO_REBUILD_URSELF on Windows when you call nob without the .exe extension (By @pgalkin)
+                         Add nob_sv_end_with (By @pgalkin)
+      1.3.2 (2024-10-21) Fix unreachable error in nob_log on passing NOB_NO_LOGS
+      1.3.1 (2024-10-21) Fix redeclaration error for minimal_log_level (By @KillerxDBr)
+      1.3.0 (2024-10-17) Add NOB_UNREACHABLE
+      1.2.2 (2024-10-16) Fix compilation of nob_cmd_run_sync_and_reset on Windows (By @KillerxDBr)
+      1.2.1 (2024-10-16) Add a separate include guard for NOB_STRIP_PREFIX.
+      1.2.0 (2024-10-15) Make NOB_DA_INIT_CAP redefinable
+                         Add NOB_STRIP_PREFIX which strips off nob_* prefix from all the user facing names
+                         Add NOB_UNUSED macro
+                         Add NOB_TODO macro
+                         Add nob_sv_trim_left and nob_sv_trim_right declarations to the header part
+      1.1.1 (2024-10-15) Remove forward declaration for is_path1_modified_after_path2
+      1.1.0 (2024-10-15) nob_minimal_log_level
+                         nob_cmd_run_sync_and_reset
+      1.0.0 (2024-10-15) first release based on https://github.com/tsoding/musializer/blob/4ac7cce9874bc19e02d8c160c8c6229de8919401/nob.h
+*/
+
+/*
+   Version Conventions:
+
+      We are following https://semver.org/ so the version has a format MAJOR.MINOR.PATCH:
+      - Modifying comments does not update the version.
+      - PATCH is incremented in case of a bug fix or refactoring without touching the API.
+      - MINOR is incremented when new functions and/or types are added in a way that does
+        not break any existing user code. We want to do this in the majority of the situation.
+        If we want to delete a certain function or type in favor of another one we should
+        just add the new function/type and deprecate the old one in a backward compatible way
+        and let them co-exist for a while.
+      - MAJOR update should be just a periodic cleanup of the deprecated functions and types
+        without really modifying any existing functionality.
+
+   Naming Conventions:
+
+      - All the user facing names should be prefixed with `nob_` or `NOB_` depending on the case.
+      - The prefixes of non-redefinable names should be strippable with NOB_STRIP_PREFIX (unless
+        explicitly stated otherwise like in case of nob_log).
+      - Internal functions should be prefixed with `nob__` (double underscore).
+*/
+
+/*
+   ------------------------------------------------------------------------------
+   This software is available under 2 licenses -- choose whichever you prefer.
+   ------------------------------------------------------------------------------
+   ALTERNATIVE A - MIT License
+   Copyright (c) 2024 Alexey Kutepov
+   Permission is hereby granted, free of charge, to any person obtaining a copy of
+   this software and associated documentation files (the "Software"), to deal in
+   the Software without restriction, including without limitation the rights to
+   use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+   of the Software, and to permit persons to whom the Software is furnished to do
+   so, subject to the following conditions:
+   The above copyright notice and this permission notice shall be included in all
+   copies or substantial portions of the Software.
+   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+   SOFTWARE.
+   ------------------------------------------------------------------------------
+   ALTERNATIVE B - Public Domain (www.unlicense.org)
+   This is free and unencumbered software released into the public domain.
+   Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+   software, either in source code form or as a compiled binary, for any purpose,
+   commercial or non-commercial, and by any means.
+   In jurisdictions that recognize copyright laws, the author or authors of this
+   software dedicate any and all copyright interest in the software to the public
+   domain. We make this dedication for the benefit of the public at large and to
+   the detriment of our heirs and successors. We intend this dedication to be an
+   overt act of relinquishment in perpetuity of all present and future rights to
+   this software under copyright law.
+   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+   AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+   ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+   WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+   ------------------------------------------------------------------------------
+*/
diff --git /dev/null b/src/arena.h
@@ -0,0 +1,441 @@
+// Copyright 2022 Alexey Kutepov <reximkut@gmail.com>
+
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the
+// "Software"), to deal in the Software without restriction, including
+// without limitation the rights to use, copy, modify, merge, publish,
+// distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to
+// the following conditions:
+
+// The above copyright notice and this permission notice shall be
+// included in all copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+#ifndef ARENA_H_
+#define ARENA_H_
+
+#include <stddef.h>
+#include <stdint.h>
+
+#ifndef ARENA_NOSTDIO
+#include <stdarg.h>
+#include <stdio.h>
+#endif // ARENA_NOSTDIO
+
+#ifndef ARENA_ASSERT
+#include <assert.h>
+#define ARENA_ASSERT assert
+#endif
+
+#define ARENA_BACKEND_LIBC_MALLOC 0
+#define ARENA_BACKEND_LINUX_MMAP 1
+#define ARENA_BACKEND_WIN32_VIRTUALALLOC 2
+#define ARENA_BACKEND_WASM_HEAPBASE 3
+
+#ifndef ARENA_BACKEND
+#define ARENA_BACKEND ARENA_BACKEND_LIBC_MALLOC
+#endif // ARENA_BACKEND
+
+typedef struct Region Region;
+
+struct Region {
+    Region *next;
+    size_t count;
+    size_t capacity;
+    uintptr_t data[];
+};
+
+typedef struct {
+    Region *begin, *end;
+} Arena;
+
+typedef struct  {
+    Region *region;
+    size_t count;
+} Arena_Mark;
+
+#ifndef ARENA_REGION_DEFAULT_CAPACITY
+#define ARENA_REGION_DEFAULT_CAPACITY (8*1024)
+#endif // ARENA_REGION_DEFAULT_CAPACITY
+
+Region *new_region(size_t capacity);
+void free_region(Region *r);
+
+void *arena_alloc(Arena *a, size_t size_bytes);
+void *arena_realloc(Arena *a, void *oldptr, size_t oldsz, size_t newsz);
+char *arena_strdup(Arena *a, const char *cstr);
+void *arena_memdup(Arena *a, void *data, size_t size);
+#ifndef ARENA_NOSTDIO
+char *arena_sprintf(Arena *a, const char *format, ...);
+#endif // ARENA_NOSTDIO
+
+Arena_Mark arena_snapshot(Arena *a);
+void arena_reset(Arena *a);
+void arena_rewind(Arena *a, Arena_Mark m);
+void arena_free(Arena *a);
+void arena_trim(Arena *a);
+
+#ifndef ARENA_DA_INIT_CAP
+#define ARENA_DA_INIT_CAP 256
+#endif // ARENA_DA_INIT_CAP
+
+#ifdef __cplusplus
+    #define cast_ptr(ptr) (decltype(ptr))
+#else
+    #define cast_ptr(...)
+#endif
+
+#define arena_da_append(a, da, item)                                                          \
+    do {                                                                                      \
+        if ((da)->count >= (da)->capacity) {                                                  \
+            size_t new_capacity = (da)->capacity == 0 ? ARENA_DA_INIT_CAP : (da)->capacity*2; \
+            (da)->items = cast_ptr((da)->items)arena_realloc(                                 \
+                (a), (da)->items,                                                             \
+                (da)->capacity*sizeof(*(da)->items),                                          \
+                new_capacity*sizeof(*(da)->items));                                           \
+            (da)->capacity = new_capacity;                                                    \
+        }                                                                                     \
+                                                                                              \
+        (da)->items[(da)->count++] = (item);                                                  \
+    } while (0)
+
+// Append several items to a dynamic array
+#define arena_da_append_many(a, da, new_items, new_items_count)                                       \
+    do {                                                                                              \
+        if ((da)->count + (new_items_count) > (da)->capacity) {                                       \
+            size_t new_capacity = (da)->capacity;                                                     \
+            if (new_capacity == 0) new_capacity = ARENA_DA_INIT_CAP;                                  \
+            while ((da)->count + (new_items_count) > new_capacity) new_capacity *= 2;                 \
+            (da)->items = cast_ptr((da)->items)arena_realloc(                                         \
+                (a), (da)->items,                                                                     \
+                (da)->capacity*sizeof(*(da)->items),                                                  \
+                new_capacity*sizeof(*(da)->items));                                                   \
+            (da)->capacity = new_capacity;                                                            \
+        }                                                                                             \
+        arena_memcpy((da)->items + (da)->count, (new_items), (new_items_count)*sizeof(*(da)->items)); \
+        (da)->count += (new_items_count);                                                             \
+    } while (0)
+
+// Append a sized buffer to a string builder
+#define arena_sb_append_buf arena_da_append_many
+
+// Append a NULL-terminated string to a string builder
+#define arena_sb_append_cstr(a, sb, cstr)  \
+    do {                                   \
+        const char *s = (cstr);            \
+        size_t n = arena_strlen(s);        \
+        arena_da_append_many(a, sb, s, n); \
+    } while (0)
+
+// Append a single NULL character at the end of a string builder. So then you can
+// use it a NULL-terminated C string
+#define arena_sb_append_null(a, sb) arena_da_append(a, sb, 0)
+
+#endif // ARENA_H_
+
+#ifdef ARENA_IMPLEMENTATION
+
+#if ARENA_BACKEND == ARENA_BACKEND_LIBC_MALLOC
+#include <stdlib.h>
+
+// TODO: instead of accepting specific capacity new_region() should accept the size of the object we want to fit into the region
+// It should be up to new_region() to decide the actual capacity to allocate
+Region *new_region(size_t capacity)
+{
+    size_t size_bytes = sizeof(Region) + sizeof(uintptr_t)*capacity;
+    // TODO: it would be nice if we could guarantee that the regions are allocated by ARENA_BACKEND_LIBC_MALLOC are page aligned
+    Region *r = (Region*)malloc(size_bytes);
+    ARENA_ASSERT(r); // TODO: since ARENA_ASSERT is disableable go through all the places where we use it to check for failed memory allocation and return with NULL there.
+    r->next = NULL;
+    r->count = 0;
+    r->capacity = capacity;
+    return r;
+}
+
+void free_region(Region *r)
+{
+    free(r);
+}
+#elif ARENA_BACKEND == ARENA_BACKEND_LINUX_MMAP
+#include <unistd.h>
+#include <sys/mman.h>
+
+Region *new_region(size_t capacity)
+{
+    size_t size_bytes = sizeof(Region) + sizeof(uintptr_t) * capacity;
+    Region *r = mmap(NULL, size_bytes, PROT_READ | PROT_WRITE, MAP_ANONYMOUS | MAP_PRIVATE, -1, 0);
+    ARENA_ASSERT(r != MAP_FAILED);
+    r->next = NULL;
+    r->count = 0;
+    r->capacity = capacity;
+    return r;
+}
+
+void free_region(Region *r)
+{
+    size_t size_bytes = sizeof(Region) + sizeof(uintptr_t) * r->capacity;
+    int ret = munmap(r, size_bytes);
+    ARENA_ASSERT(ret == 0);
+}
+
+#elif ARENA_BACKEND == ARENA_BACKEND_WIN32_VIRTUALALLOC
+
+#if !defined(_WIN32)
+#  error "Current platform is not Windows"
+#endif
+
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+
+#define INV_HANDLE(x)       (((x) == NULL) || ((x) == INVALID_HANDLE_VALUE))
+
+Region *new_region(size_t capacity)
+{
+    SIZE_T size_bytes = sizeof(Region) + sizeof(uintptr_t) * capacity;
+    Region *r = VirtualAllocEx(
+        GetCurrentProcess(),      /* Allocate in current process address space */
+        NULL,                     /* Unknown position */
+        size_bytes,               /* Bytes to allocate */
+        MEM_COMMIT | MEM_RESERVE, /* Reserve and commit allocated page */
+        PAGE_READWRITE            /* Permissions ( Read/Write )*/
+    );
+    if (INV_HANDLE(r))
+        ARENA_ASSERT(0 && "VirtualAllocEx() failed.");
+
+    r->next = NULL;
+    r->count = 0;
+    r->capacity = capacity;
+    return r;
+}
+
+void free_region(Region *r)
+{
+    if (INV_HANDLE(r))
+        return;
+
+    BOOL free_result = VirtualFreeEx(
+        GetCurrentProcess(),        /* Deallocate from current process address space */
+        (LPVOID)r,                  /* Address to deallocate */
+        0,                          /* Bytes to deallocate ( Unknown, deallocate entire page ) */
+        MEM_RELEASE                 /* Release the page ( And implicitly decommit it ) */
+    );
+
+    if (FALSE == free_result)
+        ARENA_ASSERT(0 && "VirtualFreeEx() failed.");
+}
+
+#elif ARENA_BACKEND == ARENA_BACKEND_WASM_HEAPBASE
+
+// Stolen from https://surma.dev/things/c-to-webassembly/
+
+extern unsigned char __heap_base;
+// Since ARENA_BACKEND_WASM_HEAPBASE entirely hijacks __heap_base it is expected that no other means of memory
+// allocation are used except the arenas.
+unsigned char* bump_pointer = &__heap_base;
+// TODO: provide a way to deallocate all the arenas at once by setting bump_pointer back to &__heap_base?
+
+// __builtin_wasm_memory_size and __builtin_wasm_memory_grow are defined in units of page sizes
+#define ARENA_WASM_PAGE_SIZE (64*1024)
+
+Region *new_region(size_t capacity)
+{
+    size_t size_bytes = sizeof(Region) + sizeof(uintptr_t)*capacity;
+    Region *r = (void*)bump_pointer;
+
+    // grow memory brk() style
+    size_t current_memory_size = ARENA_WASM_PAGE_SIZE * __builtin_wasm_memory_size(0);
+    size_t desired_memory_size = (size_t) bump_pointer;
+    if (desired_memory_size > current_memory_size) {
+        size_t delta_bytes = desired_memory_size - current_memory_size;
+        size_t delta_pages = (delta_bytes + (ARENA_WASM_PAGE_SIZE - 1))/ARENA_WASM_PAGE_SIZE;
+        if (__builtin_wasm_memory_grow(0, delta_pages) < 0) {
+            ARENA_ASSERT(0 && "memory.grow failed");
+            return NULL;
+        }
+    }
+
+    bump_pointer += size_bytes;
+
+    r->next = NULL;
+    r->count = 0;
+    r->capacity = capacity;
+    return r;
+}
+
+void free_region(Region *r)
+{
+    // Since ARENA_BACKEND_WASM_HEAPBASE uses a primitive bump allocator to
+    // allocate the regions, free_region() does nothing. It is generally
+    // not recommended to free arenas anyway since it is better to keep
+    // reusing already allocated memory with arena_reset().
+    (void) r;
+}
+
+#else
+#  error "Unknown Arena backend"
+#endif
+
+// TODO: add debug statistic collection mode for arena
+// Should collect things like:
+// - How many times new_region was called
+// - How many times existing region was skipped
+// - How many times allocation exceeded ARENA_REGION_DEFAULT_CAPACITY
+
+void *arena_alloc(Arena *a, size_t size_bytes)
+{
+    size_t size = (size_bytes + sizeof(uintptr_t) - 1)/sizeof(uintptr_t);
+
+    if (a->end == NULL) {
+        ARENA_ASSERT(a->begin == NULL);
+        size_t capacity = ARENA_REGION_DEFAULT_CAPACITY;
+        if (capacity < size) capacity = size;
+        a->end = new_region(capacity);
+        a->begin = a->end;
+    }
+
+    while (a->end->count + size > a->end->capacity && a->end->next != NULL) {
+        a->end = a->end->next;
+    }
+
+    if (a->end->count + size > a->end->capacity) {
+        ARENA_ASSERT(a->end->next == NULL);
+        size_t capacity = ARENA_REGION_DEFAULT_CAPACITY;
+        if (capacity < size) capacity = size;
+        a->end->next = new_region(capacity);
+        a->end = a->end->next;
+    }
+
+    void *result = &a->end->data[a->end->count];
+    a->end->count += size;
+    return result;
+}
+
+void *arena_realloc(Arena *a, void *oldptr, size_t oldsz, size_t newsz)
+{
+    if (newsz <= oldsz) return oldptr;
+    void *newptr = arena_alloc(a, newsz);
+    char *newptr_char = (char*)newptr;
+    char *oldptr_char = (char*)oldptr;
+    for (size_t i = 0; i < oldsz; ++i) {
+        newptr_char[i] = oldptr_char[i];
+    }
+    return newptr;
+}
+
+size_t arena_strlen(const char *s)
+{
+    size_t n = 0;
+    while (*s++) n++;
+    return n;
+}
+
+void *arena_memcpy(void *dest, const void *src, size_t n)
+{
+    char *d = dest;
+    const char *s = src;
+    for (; n; n--) *d++ = *s++;
+    return dest;
+}
+
+char *arena_strdup(Arena *a, const char *cstr)
+{
+    size_t n = arena_strlen(cstr);
+    char *dup = (char*)arena_alloc(a, n + 1);
+    arena_memcpy(dup, cstr, n);
+    dup[n] = '\0';
+    return dup;
+}
+
+void *arena_memdup(Arena *a, void *data, size_t size)
+{
+    return arena_memcpy(arena_alloc(a, size), data, size);
+}
+
+#ifndef ARENA_NOSTDIO
+char *arena_sprintf(Arena *a, const char *format, ...)
+{
+    va_list args;
+    va_start(args, format);
+    int n = vsnprintf(NULL, 0, format, args);
+    va_end(args);
+
+    ARENA_ASSERT(n >= 0);
+    char *result = (char*)arena_alloc(a, n + 1);
+    va_start(args, format);
+    vsnprintf(result, n + 1, format, args);
+    va_end(args);
+
+    return result;
+}
+#endif // ARENA_NOSTDIO
+
+Arena_Mark arena_snapshot(Arena *a)
+{
+    Arena_Mark m;
+    if(a->end == NULL){ //snapshot of uninitialized arena
+        ARENA_ASSERT(a->begin == NULL);
+        m.region = a->end;
+        m.count  = 0;
+    }else{
+        m.region = a->end;
+        m.count  = a->end->count;
+    }
+
+    return m;
+}
+
+void arena_reset(Arena *a)
+{
+    for (Region *r = a->begin; r != NULL; r = r->next) {
+        r->count = 0;
+    }
+
+    a->end = a->begin;
+}
+
+void arena_rewind(Arena *a, Arena_Mark m)
+{
+    if(m.region == NULL){ //snapshot of uninitialized arena
+        arena_reset(a);   //leave allocation
+        return;
+    }
+
+    m.region->count = m.count;
+    for (Region *r = m.region->next; r != NULL; r = r->next) {
+        r->count = 0;
+    }
+
+    a->end = m.region;
+}
+
+void arena_free(Arena *a)
+{
+    Region *r = a->begin;
+    while (r) {
+        Region *r0 = r;
+        r = r->next;
+        free_region(r0);
+    }
+    a->begin = NULL;
+    a->end = NULL;
+}
+
+void arena_trim(Arena *a){
+    Region *r = a->end->next;
+    while (r) {
+        Region *r0 = r;
+        r = r->next;
+        free_region(r0);
+    }
+    a->end->next = NULL;
+}
+
+#endif // ARENA_IMPLEMENTATION
diff --git /dev/null b/src/frames.h
@@ -0,0 +1,147 @@
+#ifndef FRAMES_H_
+#define FRAMES_H_
+
+#include <stdlib.h>
+#include <string.h>
+#include <stddef.h>
+
+#include "nob.h"
+
+#define ARENA_IMPLEMENTATION
+#include "arena.h"
+
+typedef void (*FrameDraw)(float time, float scale);
+typedef void (*FrameTick)(float time, void *state);
+
+#define FRAMES_EMPTY_TICK  NULL
+#define FRAMES_EMPTY_STATE 0
+
+typedef struct {
+  FrameDraw draw;
+  FrameTick   tick;
+
+  void*  state;
+  size_t state_size;
+} Frame;
+
+typedef struct {
+  Frame* items;
+  size_t count;
+  size_t capacity;
+
+  size_t cursor;
+  float  time;
+
+  Arena states;
+} Frames;
+
+void frames_next(Frames *fs)
+{
+  assert(fs->cursor < fs->count);
+  if (fs->cursor == fs->count - 1) return;
+
+  fs->cursor++;
+  Frame f = fs->items[fs->cursor];
+  if (f.state) memset(f.state, 0, f.state_size);
+
+  fs->time = 0;
+}
+
+void frames_prev(Frames *fs)
+{
+  assert(fs->cursor < fs->count);
+  if (fs->cursor == 0) return;
+
+  fs->cursor--;
+  Frame f = fs->items[fs->cursor];
+  if (f.state) memset(f.state, 0, f.state_size);
+
+  fs->time = 0;
+}
+
+void frames_first(Frames *fs)
+{
+  assert(fs->cursor < fs->count);
+  if (fs->cursor == 0) return;
+
+  fs->cursor = 0;
+  Frame f = fs->items[fs->cursor];
+  if (f.state) memset(f.state, 0, f.state_size);
+
+  fs->time = 0;
+}
+
+void frames_last(Frames *fs)
+{
+  assert(fs->cursor < fs->count);
+  if (fs->count == fs->count - 1) return;
+
+  fs->cursor = fs->count - 1;
+  Frame f = fs->items[fs->cursor];
+  if (f.state) memset(f.state, 0, f.state_size);
+
+  fs->time = 0;
+}
+
+void frames_draw(Frames *fs, float scale)
+{
+  assert(fs->cursor < fs->count);
+  if (fs->count == 0) return;
+
+  Frame f = fs->items[fs->cursor];
+  assert(f.draw != NULL);
+
+  BeginDrawing();
+  f.draw(fs->time, scale);
+  EndDrawing();
+}
+
+void frames_tick(Frames *fs, float dt)
+{
+  assert(fs->cursor < fs->count);
+
+  fs->time += dt;
+  if (fs->time < 0) fs->time = 0;
+
+  if (fs->count == 0) return;
+  Frame f = fs->items[fs->cursor];
+  if (f.tick != FRAMES_EMPTY_TICK) f.tick(fs->time, f.state);
+}
+
+void frames_append(Frames *fs, FrameDraw draw, FrameTick tick,
+                   size_t state_size)
+{
+  void *state = NULL;
+  if (state_size > 0) {
+    state = arena_alloc(&fs->states, state_size);
+    memset(state, 0, state_size);
+  }
+
+  Frame f = {
+    .draw       = draw,
+    .tick       = tick,
+    .state      = state,
+    .state_size = state_size,
+  };
+  nob_da_append(fs, f);
+}
+
+/* 
+ *
+ * Loads new frames into `fs` using the `load` function
+ *
+ * This wrapper prevents us from potentially invalidating the state of the
+ * frames when reloading the DLL
+ *
+ */
+void frames_load(Frames *fs, void (*load)(Frames*))
+{
+  fs->count = 0;
+  arena_reset(&fs->states);
+
+  load(fs);
+
+  if (fs->cursor >= fs->count) fs->cursor = fs->count - 1;
+}
+
+#endif // FRAMES_H_
diff --git /dev/null b/src/main.c
@@ -0,0 +1,120 @@
+#include <stdlib.h>
+#include <stdio.h>
+#include <dlfcn.h>
+
+#include "raylib.h"
+#include "frames.h"
+
+#define MONITOR_WIDTH  1366
+#define MONITOR_HEIGHT 768
+
+static void *libplug = NULL;
+void (*plug_load_frames)(Frames *fs);
+
+bool reload_libplug(char *libplug_path)
+{
+  if (libplug != NULL) dlclose(libplug);
+
+  libplug = dlopen(libplug_path, RTLD_NOW);
+  if (libplug == NULL) {
+    TraceLog(LOG_ERROR, "HOTRELOAD: could not load %s: %s",
+             libplug_path, dlerror());
+    return false;
+  }
+
+  const char *symbol = "plug_load_frames";
+  plug_load_frames = dlsym(libplug, symbol);
+  if (plug_load_frames == NULL) {
+    TraceLog(LOG_ERROR, "HOTRELOAD: could not find %s symbol in %s: %s",
+             symbol, libplug_path, dlerror());
+    return false;
+  }
+
+  return true;
+}
+
+int main(int argc, char **argv)
+{
+  char * program_name = nob_shift(argv, argc);
+
+  if (argc == 0) {
+    TraceLog(LOG_ERROR, "No libplug path provided");
+    TraceLog(LOG_ERROR, "USAGE: %s <libplug.so>", program_name);
+    return EXIT_FAILURE;
+  }
+
+  char *libplug_path = nob_shift(argv, argc);
+  if (!reload_libplug(libplug_path)) return EXIT_FAILURE;
+
+  int width  = 800;
+  int height = 450;
+
+  float monitor_scale = (float)MONITOR_WIDTH/(float)width;
+
+  InitWindow(width, height, "\"introdução a assembly\" slides");
+  SetTargetFPS(60);
+  SetExitKey(KEY_Q);
+
+  Frames fs = {0};
+  frames_load(&fs, plug_load_frames);
+
+  float scale = 1.0;
+  bool was_g_last_pressed  = false;
+  while (!WindowShouldClose()) {
+    if (IsWindowFullscreen()) {
+      scale = monitor_scale;
+      SetWindowSize(MONITOR_WIDTH, MONITOR_HEIGHT);
+    } else {
+      scale = 1.0;
+      SetWindowSize(width, height);
+    }
+
+    int pressed = GetCharPressed();
+    switch (pressed) {
+    case 0: break;
+    case 'G':
+      frames_last(&fs);
+      was_g_last_pressed = false;
+      break;
+    case 'g':
+      if (was_g_last_pressed) {
+        frames_first(&fs);
+        was_g_last_pressed = false;
+      } else {
+        was_g_last_pressed = true;
+      }
+      break;
+    case 'F':
+    case 'f':
+      ToggleFullscreen();
+      was_g_last_pressed = false;
+      break;
+    case 'J':
+    case 'j':
+    case ' ':
+      frames_next(&fs);
+      was_g_last_pressed = false;
+      break;
+    case 'K':
+    case 'k':
+      frames_prev(&fs);
+      was_g_last_pressed = false;
+      break;
+    case 'r':
+    case 'R':
+      if (!reload_libplug(libplug_path)) return EXIT_FAILURE;
+      frames_load(&fs, plug_load_frames);
+      was_g_last_pressed = false;
+      break;
+    default:
+      was_g_last_pressed = false;
+    }
+
+    frames_tick(&fs, GetFrameTime());
+    frames_draw(&fs, scale);
+  }
+
+  CloseWindow();
+
+  return EXIT_SUCCESS;
+}
diff --git /dev/null b/src/plug.c
@@ -0,0 +1,57 @@
+#include "raylib.h"
+#include "frames.h"
+#include "text.h"
+
+#define BACKGROUND BLACK
+#define FOREGROUND WHITE
+#define ACCENT     (Color){ 0x00, 0xcc, 0x46, 0xff }
+
+void title_frame(float time, float scale)
+{
+  (void)time;
+  int height = GetScreenHeight();
+
+  int title_size = (int)(50.0 * scale);
+  LineBuilder title = lb_line("introdução a assemply", FOREGROUND, title_size);
+
+  int subtitle_size = (int)(30.0 * scale);
+  LineBuilder subtitle = lb_line("cripto goma 2020", ACCENT, subtitle_size);
+
+  int title_spacing = (int)(10.0 * scale);
+  int title_height = title_size + title_spacing + subtitle_size;
+
+  int title_y = (height - title_height)/2;
+  int subtitle_y = title_y + title_size + title_spacing;
+
+  ClearBackground(BACKGROUND);
+  lb_draw_centered(&title,    title_y);
+  lb_draw_centered(&subtitle, subtitle_y);
+}
+
+void oq_frame(float time, float scale)
+{
+  int height = GetScreenHeight();
+  int font_size = (int)(50.0 * scale);
+
+  LineBuilder lb = {0};
+  lb.font_size = font_size;
+
+  lb_append(&lb, "o quê é ", FOREGROUND);
+  lb_append(&lb, "assembly", ACCENT);
+
+  const float animation_speed = .5;
+  Color color = FOREGROUND;
+  if ((int)(time / animation_speed) % 2 == 0) color = BACKGROUND;
+  lb_append(&lb, " ?", color);
+
+  int y = (height - font_size)/2;
+
+  ClearBackground(BACKGROUND);
+  lb_draw_centered(&lb, y);
+}
+
+void plug_load_frames(Frames *fs)
+{
+  frames_append(fs, title_frame, FRAMES_EMPTY_TICK, FRAMES_EMPTY_STATE);
+  frames_append(fs, oq_frame,    FRAMES_EMPTY_TICK, FRAMES_EMPTY_STATE);
+}
diff --git /dev/null b/src/text.h
@@ -0,0 +1,64 @@
+#ifndef TEXT_H_
+#define TEXT_H_
+
+#include <stddef.h>
+#include "raylib.h"
+
+#define NOB_IMPLEMENTATION
+#include "nob.h"
+
+typedef struct {
+  const char* text;
+  Color       color;
+
+  size_t width;
+  size_t x_offset;
+} Span;
+
+typedef struct {
+  Span*  items;
+  size_t count;
+  size_t capacity;
+
+  size_t width;
+  int    font_size;
+} LineBuilder;
+
+void lb_append(LineBuilder *lb, const char *text, Color color)
+{
+  size_t text_width = MeasureText(text, lb->font_size);
+  Span le = {
+    .text     = text,
+    .color    = color,
+    .width    = text_width,
+    .x_offset = lb->width,
+  };
+
+  nob_da_append(lb, le);
+  lb->width += text_width;
+}
+
+LineBuilder lb_line(const char *text, Color color, int font_size)
+{
+  LineBuilder lb = {0};
+  lb.font_size = font_size;
+
+  lb_append(&lb, text, color);
+  return lb;
+}
+
+void lb_draw(LineBuilder *lb, int x, int y)
+{
+  for (size_t i = 0; i < lb->count; i++) {
+    Span le = lb->items[i];
+    DrawText(le.text, x + le.x_offset, y, lb->font_size, le.color);
+  }
+}
+
+void lb_draw_centered(LineBuilder *lb, int y)
+{
+  int x = (GetScreenWidth() - lb->width)/2;
+  lb_draw(lb, x, y);
+}
+
+#endif // TEXT_H_
diff --git /dev/null b/vendor/raylib-5.5_linux_amd64/CHANGELOG
@@ -0,0 +1,2599 @@
+changelog
+---------
+
+Current Release:    raylib 5.5 (18 November 2024)
+
+-------------------------------------------------------------------------
+Release:     raylib 5.5 (18 November 2024)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - New tool: raylib project creator
+ - New rcore backends: RGFW and SDL3
+ - New platforms supported: Dreamcast, N64, PSP, PSVita, PS4
+ - Added GPU Skinning support (all platforms and GL versions)
+ - Added raymath C++ operators
+
+Detailed changes:
+
+WIP: Last update with commit from 02-Nov-2024
+
+[rcore] ADDED: Working directory info at initialization by @Ray
+[rcore] ADDED: `GetClipboardImage()`, supported by multiple backends (#4459) by @evertonse
+[rcore] ADDED: `MakeDirectory()`, supporting recursive directory creation by @Ray
+[rcore] ADDED: `ComputeSHA1()` (#4390) by @Anthony Carbajal
+[rcore] ADDED: `ComputeCRC32()` and `ComputeMD5()` by @Ray
+[rcore] ADDED: `GetKeyName()` (#4161) by @MrScautHD
+[rcore] ADDED: `IsFileNameValid()` by @Ray
+[rcore] ADDED: `GetViewRay()`, viewport independent raycast (#3709) by @Luís Almeida
+[rcore] RENAMED: `GetMouseRay()` to `GetScreenToWorldRay()` (#3830) by @Ray
+[rcore] RENAMED: `GetViewRay()` to `GetScreenToWorldRayEx()` (#3830) by @Ray
+[rcore] REVIEWED: `GetApplicationDirectory()` for FreeBSD (#4318) by @base
+[rcore] REVIEWED: `LoadDirectoryFilesEx()`/`ScanDirectoryFiles()`, support directory on filter (#4302) by @foxblock
+[rcore] REVIEWED: Update comments on fullscreen and boderless window to describe what they do (#4280) by @Jeffery Myers
+[rcore] REVIEWED: Correct processing of mouse wheel on Automation events #4263 by @Ray
+[rcore] REVIEWED: Fix gamepad axis movement and its automation event recording (#4184) by @maxmutant
+[rcore] REVIEWED: Do not set RL_TEXTURE_FILTER_LINEAR when high dpi flag is enabled (#4189) by @Dave Green
+[rcore] REVIEWED: `GetScreenWidth()`/`GetScreenHeight()` (#4074) by @Anthony Carbajal
+[rcore] REVIEWED: Initial window dimensions checks (#3950) by @Christian Haas
+[rcore] REVIEWED: Set default init values for random #3954 by @Ray
+[rcore] REVIEWED: Window positioning, avoid out-of-screen window-bar by @Ray
+[rcore] REVIEWED: Fix framerate recording for .gif (#3894) by @Rob Loach
+[rcore] REVIEWED: Screen space related functions consistency (#3830) by @aiafrasinei
+[rcore] REVIEWED: `GetFileNameWithoutExt()` (#3771) by @oblerion
+[rcore] REVIEWED: `GetWindowScaleDPI()`, simplified (#3701) by @Karl Zylinski
+[rcore] REVIEWED: `UnloadAutomationEventList()` (#3658) by @Antonis Geralis
+[rcore] REVIEWED: Flip VR screens (#3633) by @Matthew Oros
+[rcore] REVIEWED: Remove unused vScreenCenter (#3632) by @Matthew Oros
+[rcore] REVIEWED: `LoadRandomSequence()`, issue in sequence generation #3612 by @Ray
+[rcore] REVIEWED: `IsMouseButtonUp()` (#3609) by @Kenneth M
+[rcore] REVIEWED: Fix typos in src/platforms/rcore_*.c (#3581) by @RadsammyT
+[rcore] REVIEWED: `ExportDataAsCode()`, change sanitization check (#3837) by @Laurentino Luna
+[rcore] REVIEWED: `ExportDataAsCode()`, add little sanitization to indentifier names (#3832) by @4rk
+[rcore] REVIEWED: `GetScreenWidth()`/`GetScreenHeight()` align with all platforms (#4451) by @Arche Washi
+[rcore] REVIEWED: `SetGamepadVibration()`, added duration parameter (#4410) by @Asdqwe -WARNING-
+[rcore] REVIEWED: `GetGamepadAxisMovement()`, fix #4405 (#4420) by @Asdqwe
+[rcore] REVIEWED: `GetGestureHoldDuration()` comments by @Ray
+[rcore][rlgl] REVIEWED: Fix scale issues when ending a view mode (#3746) by @Jeffery Myers
+[rcore][GLFW] REVIEWED: Keep CORE.Window.position properly in sync with glfw window position (#4190) by @Dave Green
+[rcore][GLFW] REVIEWED: Set AUTO_ICONIFY flag to false per default (#4188) by @Dave Green
+[rcore][GLFW] REVIEWED: `InitPlatform()`, add workaround for NetBSD (#4139) by @NishiOwO
+[rcore][GLFW] REVIEWED: Fix window not initializing on primary monitor (#3923) by @Rafael Bordoni
+[rcore][GLFW] REVIEWED: Set relative mouse mode when the cursor is disabled (#3874) by @Jeffery Myers
+[rcore][GLFW] REVIEWED: Remove GLFW mouse passthrough hack and increase GLFW version in CMake (#3852) by @Alexandre Almeida
+[rcore][GLFW] REVIEWED: Updated GLFW to 3.4 (#3827) by @Alexandre Almeida
+[rcore][GLFW] REVIEWED: Feature test macros before include (#3737) by @John
+[rcore][GLFW] REVIEWED: Fix inconsistent dll linkage warning on windows (#4447) by @Jeffery Myers
+[rcore][Web] ADDED: `SetWindowOpacity()` implementation (#4403) by @Asdqwe
+[rcore][Web] ADDED: `MaximizeWindow()` and `RestoreWindow()` implementations (#4397) by @Asdqwe
+[rcore][Web] ADDED: `ToggleFullscreen()` implementation (#3634) by @ubkp
+[rcore][Web] ADDED: `GetWindowPosition()` implementation (#3637) by @ubkp
+[rcore][Web] ADDED: `ToggleBorderlessWindowed()` implementation (#3622) by @ubkp
+[rcore][Web] ADDED: `GetMonitorWidth()` and `GetMonitorHeight()` implementations (#3636) by @ubkp
+[rcore][Web] REVIEWED: Update `SetWindowState()` and `ClearWindowState()` to handle `FLAG_WINDOW_MAXIMIZED` (#4402) by @Asdqwe
+[rcore][Web] REVIEWED: `WindowSizeCallback()`, do not try to handle DPI, already managed by GLFW (#4143) by @SuperUserNameMan
+[rcore][Web] REVIEWED: Relative mouse mode issues (#3940) by @Cemal Gönültaş
+[rcore][Web] REVIEWED: `ShowCursor()`, `HideCursor()` and `SetMouseCursor()` (#3647) by @ubkp
+[rcore][Web] REVIEWED: Fix CORE.Input.Mouse.cursorHidden with callbacks (#3644) by @ubkp
+[rcore][Web] REVIEWED: Fix `IsMouseButtonUp()` (#3611) by @ubkp
+[rcore][Web] REVIEWED: HighDPI support #3372 by @Ray
+[rcore][Web] REVIEWED: `SetWindowSize()` (#4452) by @Asdqwe
+[rcore][Web] REVIEWED: `EmscriptenResizeCallback()`, simplified (#4415) by @Asdqwe
+[rcore][SDL] ADDED: `IsCursorOnScreen()` (#3862) by @Peter0x44
+[rcore][SDL] ADDED: Gamepad rumble/vibration support (#3819) by @GideonSerf
+[rcore][SDL] REVIEWED: Gamepad support (#3776) by @A
+[rcore][SDL] REVIEWED: `GetWorkingDirectory()`, return correct path (#4392) by @Asdqwe
+[rcore][SDL] REVIEWED: `GetClipboardText()`, fix memory leak (#4354) by @Asdqwe
+[rcore][SDL] REVIEWED: Change SDL_Joystick to SDL_GameController (#4129) by @Frank Kartheuser
+[rcore][SDL] REVIEWED: Update storage base path, use provided SDL base path by @Ray
+[rcore][SDL] REVIEWED: Call SDL_GL_SetSwapInterval() after GL context creation (#3997) by @JupiterRider
+[rcore][SDL] REVIEWED: `GetKeyPressed()` (#3869) by @Arthur
+[rcore][SDL] REVIEWED: Fix SDL multitouch tracking (#3810) by @mooff
+[rcore][SDL] REVIEWED: Fix `SUPPORT_WINMM_HIGHRES_TIMER` (#3679) by @ubkp
+[rcore][SDL] REVIEWED: SDL text input to Unicode codepoints #3650 by @Ray
+[rcore][SDL] REVIEWED: `IsMouseButtonUp()` and add touch events (#3610) by @ubkp
+[rcore][SDL] REVIEWED: Fix real touch gestures (#3614) by @ubkp
+[rcore][SDL] REVIEWED: `IsKeyPressedRepeat()` (#3605) by @ubkp
+[rcore][SDL] REVIEWED: `GetKeyPressed()` and `GetCharPressed()` for SDL (#3604) by @ubkp
+[rcore][SDL] REVIEWED: `SetMousePosition()` for SDL (#3580) by @ubkp
+[rcore][SDL] REVIEWED: `SetWindowIcon()` for SDL (#3578) by @ubkp
+[rcore][SDL][rlgl] REVIEWED: Fix for running gles2 with SDL on desktop (#3542) by @_Tradam
+[rcore][Android] REVIEWED: Issue with isGpuReady flag (#4340) by @Menno van der Graaf
+[rcore][Android] REVIEWED: Allow main() to return it its caller on configuration changes (#4288) by @Hesham Abourgheba
+[rcore][Android] REVIEWED: Replace deprecated Android function ALooper_pollAll with ALooper_pollOnce (#4275) by @Menno van der Graaf
+[rcore][Android] REVIEWED: `PollInputEvents()`, register previous gamepad events (#3910) by @Aria
+[rcore][Android] REVIEWED: Fix Android keycode translation and duplicate key constants (#3733) by @Alexandre Almeida
+[rcore][DRM] ADDED: uConsole keys mapping (#4297) by @carverdamien
+[rcore][DRM] ADDED: `GetMonitorWidth/Height()` (#3956) by @gabriel-marques
+[rcore][DRM] REVIEWED: `IsMouseButtonUp()` (#3611) by @ubkp
+[rcore][DRM] REVIEWED: Optimize gesture handling (#3616) by @ubkp
+[rcore][DRM] REVIEWED: `IsKeyPressedRepeat()` for PLATFORM_DRM direct input (#3583) by @ubkp
+[rcore][DRM] REVIEWED: Fix gamepad buttons not working in drm backend (#3888) by @MrMugame
+[rcore][DRM] REVIEWED: DRM backend to only use one api to allow for more devices (#3879) by @MrMugame
+[rcore][DRM] REVIEWED: Avoid separate thread when polling for gamepad events (#3641) by @Cinghy Creations
+[rcore][DRM] REVIEWED: Connector status reported as UNKNOWN but should be considered as CONNECTED (#4305) by @Michał Jaskólski
+[rcore][RGFW] ADDED: RGFW, new rcore backend platform (#3941) by @Colleague Riley
+[rcore][RGFW] REVIEWED: RGFW 1.0 (#4144) by @Colleague Riley
+[rcore][RGFW] REVIEWED: Fix errors when compiling with mingw (#4282) by @Colleague Riley
+[rcore][RGFW] REVIEWED: Replace long switch with a lookup table (#4108) by @Colleague Riley
+[rcore][RGFW] REVIEWED: Fix MSVC build errors (#4441) by @Colleague Riley
+[rlgl] ADDED: More uniform data type options #4137 by @Ray
+[rlgl] ADDED: Vertex normals for RLGL immediate drawing mode (#3866) by @bohonghuang -WARNING-
+[rlgl] ADDED: `rlCullDistance*()` variables and getters (#3912) by @KotzaBoss
+[rlgl] ADDED: `rlSetClipPlanes()` function (#3912) by @KotzaBoss
+[rlgl] ADDED: `isGpuReady` flag, allow font loading with no GPU acceleration by @Ray -WARNING-
+[rlgl] REVIEWED: Changed RLGL_VERSION from 4.5 to 5.0 (#3914) by @Mute
+[rlgl] REVIEWED: Shader load failing returns 0, instead of fallback by @Ray -WARNING-
+[rlgl] REVIEWED: Standalone mode default flags (#4334) by @Asdqwe
+[rlgl] REVIEWED: Fix hardcoded index values in vboID array (#4312) by @Jett
+[rlgl] REVIEWED: GLint64 did not exist before OpenGL 3.2 (#4284) by @Tchan0
+[rlgl] REVIEWED: Extra warnings in case OpenGL 4.3 is not enabled (#4202) by @Maxim Knyazkin
+[rlgl] REVIEWED: Using GLint64 for glGetBufferParameteri64v() (#4197) by @Randy Palamar
+[rlgl] REVIEWED: Replace `glGetInteger64v()` with `glGetBufferParameteri64v()` (#4154) by @Kai Kitagawa-Jones
+[rlgl] REVIEWED: `rlMultMatrixf()`, fix matrix multiplication order (#3935) by @bohonghuang
+[rlgl] REVIEWED: `rlSetVertexAttribute()`, define last parameter as offset #3800 by @Ray
+[rlgl] REVIEWED: `rlDisableVertexAttribute()`, remove redundat calls for SHADER_LOC_VERTEX_COLOR (#3871) by @Kacper Zybała
+[rlgl] REVIEWED: `rlLoadTextureCubemap()`, load mipmaps for cubemaps (#4429) by @Nikolas
+[rlgl] REVIEWED: `rlLoadFramebuffer()`, parameters not required by @Ray
+[rlgl] REVIEWED: `rlSetUniformSampler()` (#3759) by @veins1
+[rlgl] REVIEWED: Renamed near/far variables (#4039) by @jgabaut
+[rlgl] REVIEWED: Expose OpenGL symbols (#3588) by @Peter0x44
+[rlgl] REVIEWED: Fix OpenGL 1.1 build issues (#3876) by @Ray
+[rlgl] REVIEWED: Fixed compilation for OpenGL ES (#4243) by @Maxim Knyazkin
+[rlgl] REVIEWED: rlgl function description and comments by @Ray
+[rlgl] REVIEWED: Expose glad functions when building raylib as a shared lib (#3572) by @Peter0x44
+[rlgl] REVIEWED: Fix version info in rlgl.h (#3558) by @Steven Schveighoffer
+[rlgl] REVIEWED: Use the vertex color to the base shader in GLSL330 (#4431) by @Jeffery Myers
+[rcamera] REVIEWED: Make camera movement independant of framerate (#4247) by @hanaxars -WARNING-
+[rcamera] REVIEWED: Updated camera speeds with GetFrameTime() (#4362) by @Anthony Carbajal
+[rcamera] REVIEWED: `UpdateCamera()`, added CAMERA_CUSTOM check (#3938) by @Tomas Fabrizio Orsi
+[rcamera] REVIEWED: Support mouse/keyboard and gamepad coexistence for input (#3579) by @ubkp
+[rcamera] REVIEWED: Cleaned away unused macros(#3762) by @Brian E
+[rcamera] REVIEWED: Fix for free camera mode (#3603) by @lesleyrs
+[rcamera] REVIEWED: `GetCameraRight()` (#3784) by @Danil
+[raymath] ADDED: C++ operator overloads for common math function (#4385) by @Jeffery Myers  -WARNING-
+[raymath] ADDED: Vector4 math functions and Vector2 variants of some Vector3 functions (#3828) by @Bowserinator
+[raymath] REVIEWED: Fix MSVC warnings/errors in C++ (#4125) by @Jeffery Myers
+[raymath] REVIEWED: Add extern "C" to raymath header for C++ (#3978) by @Jeffery Myers
+[raymath] REVIEWED: `QuaternionFromAxisAngle()`, remove redundant axis length calculation (#3900) by @jtainer
+[raymath] REVIEWED: `Vector3Perpendicular()`, avoid implicit conversion from float to double (#3799) by @João Foscarini
+[raymath] REVIEWED: `MatrixDecompose()`, incorrect output for certain scale and rotations (#4461) by @waveydave
+[raymath] REVIEWED: Small code refactor (#3753) by @Idir Carlos Aliane
+[rshapes] ADDED: `CheckCollisionCircleLine()` (#4018) by @kai-z99
+[rshapes] REVIEWED: Multisegment Bezier splines (#3744) by @Santiago Pelufo
+[rshapes] REVIEWED: Expose shapes drawing texture and rectangle (#3677) by @Jeffery Myers
+[rshapes] REVIEWED: `DrawLine()` #4075 by @Ray
+[rshapes] REVIEWED: `DrawPixel()` drawing by @Ray
+[rshapes] REVIEWED: `DrawLine()` to avoid pixel rounding issues #3931 by @Ray
+[rshapes] REVIEWED: `DrawRectangleLines()`, considering view matrix for lines "alignment" by @Ray
+[rshapes] REVIEWED: `DrawRectangleLines()`, pixel offset (#4261) by @RadsammyT
+[rshapes] REVIEWED: `DrawRectangleLines()`, pixel offset when scaling (#3884) by @Ray
+[rshapes] REVIEWED: `DrawRectangleLinesEx()`, make sure accounts for square tiles (#4382) by @Jojaby
+[rshapes] REVIEWED: `Draw*Gradient()` color parameter names (#4270) by @Paperdomo101
+[rshapes] REVIEWED: `DrawGrid()`, remove duplicate color calls (#4148) by @Jeffery Myers
+[rshapes] REVIEWED: `DrawSplineLinear()` to `SUPPORT_SPLINE_MITERS` by @Ray
+[rshapes] REVIEWED: `DrawSplineLinear()`, implement miters (#3585) by @Toctave
+[rshapes] REVIEWED: `CheckCollisionPointRec()` by @Ray
+[rshapes] REVIEWED: `CheckCollisionPointCircle()`, new implementation (#4135) by @kai-z99
+[rshapes] REVIEWED: `CheckCollisionCircles()`, optimized (#4065) by @kai-z99
+[rshapes] REVIEWED: `CheckCollisionPointPoly()` (#3750) by @Antonio Raúl
+[rshapes] REVIEWED: `CheckCollisionCircleRec()` (#3584) by @ubkp
+[rshapes] REVIEWED: Add more detail to function comment (#4344) by @Jeffery Myers
+[rshapes] REVIEWED: Functions that draw point arrays take them as const (#4051) by @Jeffery Myers
+[rtextures] ADDED: `ColorIsEqual()` by @Ray
+[rtextures] ADDED: `ColorLerp()`, to mix 2 colors together (#4310) by @SusgUY446
+[rtextures] ADDED: `LoadImageAnimFromMemory()` (#3681) by @IoIxD
+[rtextures] ADDED: `ImageKernelConvolution()` (#3528) by @Karim
+[rtextures] ADDED: `ImageFromChannel()` (#4105) by @Bruno Cabral
+[rtextures] ADDED: `ImageDrawLineEx()` (#4097) by @Le Juez Victor
+[rtextures] ADDED: `ImageDrawTriangle()` (#4094) by @Le Juez Victor
+[rtextures] REMOVED: SVG files loading and drawing, moving it to raylib-extras by @Ray -WARNING-
+[rtextures] REVIEWED: `LoadImage()`, added support for 3-channel QOI images (#4384) by @R-YaTian
+[rtextures] REVIEWED: `LoadImageRaw()` #3926 by @Ray
+[rtextures] REVIEWED: `LoadImageColors()`, advance k in loop (#4120) by @Bruno Cabral
+[rtextures] REVIEWED: `LoadTextureCubemap()`, added `mipmaps` #3665 by @Ray
+[rtextures] REVIEWED: `LoadTextureCubemap()`, assign format to cubemap (#3823) by @Gary M
+[rtextures] REVIEWED: `LoadTextureCubemap()`, load mipmaps for cubemaps (#4429) by @Nikolas
+[rtextures] REVIEWED: `LoadTextureCubemap()`, avoid dangling re-allocated pointers (#4439) by @Nikolas
+[rtextures] REVIEWED: `LoadImageFromScreen()`, fix scaling (#3881) by @proberge-dev
+[rtextures] REVIEWED: `LoadImageFromMemory()`, warnings on invalid image data (#4179) by @Jutastre
+[rtextures] REVIEWED: `LoadImageAnimFromMemory()`, added security checks (#3924) by @Ray
+[rtextures] REVIEWED: `ImageColorTint()` and `ColorTint()`, optimized (#4015) by @Le Juez Victor
+[rtextures] REVIEWED: `ImageKernelConvolution()`, formating and warnings by @Ray
+[rtextures] REVIEWED: `ImageDrawRectangleRec`, fix bounds check (#3732) by @Blockguy24
+[rtextures] REVIEWED: `ImageResizeCanvas()`, implemented fill color (#3720) by @Lieven Petersen
+[rtextures] REVIEWED: `ImageDrawRectangleRec()` (#3721) by @Le Juez Victor
+[rtextures] REVIEWED: `ImageDraw()`, don't try to blend images without alpha (#4395) by @Nikolas
+[rtextures] REVIEWED: `GenImagePerlinNoise()` being stretched (#4276) by @Bugsia
+[rtextures] REVIEWED: `GenImageGradientLinear()`, fix some angles (#4462) by @decromo
+[rtextures] REVIEWED: `DrawTexturePro()` to avoid negative dest rec #4316 by @Ray
+[rtextures] REVIEWED: `ColorToInt()`, fix undefined behaviour (#3996) by @OetkenPurveyorOfCode
+[rtextures] REVIEWED: Remove panorama cubemap layout option (#4425) by @Jeffery Myers
+[rtextures] REVIEWED: Removed unneeded module check, `rtextures` should not depend on `rtext` by @Ray
+[rtextures] REVIEWED: Simplified for loop for some image manipulation functions (#3712) by @Alice Nyaa
+[rtext] ADDED: BDF fonts support (#3735) by @Stanley Fuller -WARNING-
+[rtext] ADDED: `TextToCamel()` (#4033) by @IoIxD
+[rtext] ADDED: `TextToSnake()` (#4033) by @IoIxD
+[rtext] ADDED: `TextToFloat()` (#3627) by @Benjamin Schmid Ties
+[rtext] REDESIGNED: `SetTextLineSpacing()` by @Ray -WARNING-
+[rtext] REVIEWED: `LoadFontDataBDF()` name and formating by @Ray
+[rtext] REVIEWED: `LoadFontDefault()`, initialize glyphs and recs to zero #4319 by @Ray
+[rtext] REVIEWED: `LoadFontEx()`, avoid default font fallback (#4077) by @Peter0x44 -WARNING-
+[rtext] REVIEWED: `LoadBMFont()`, extended functionality (#3536) by @Dongkun Lee
+[rtext] REVIEWED: `LoadBMFont()`, issue on not glyph data initialized by @Ray
+[rtext] REVIEWED: `LoadFontFromMemory()`, use strncpy() to fix buffer overflow (#3795) by @Mingjie Shen
+[rtext] REVIEWED: `LoadCodepoints()` returning a freed ptr when count is 0 (#4089) by @Alice Nyaa
+[rtext] REVIEWED: `LoadFontData()` avoid fallback glyphs by @Ray -WARNING-
+[rtext] REVIEWED: `LoadFontData()`, load image only if glyph has been found in font by @Ray
+[rtext] REVIEWED: `ExportFontAsCode()`, fix C++ compiler errors (#4013) by @DarkAssassin23
+[rtext] REVIEWED: `MeasureTextEx()` height calculation (#3770) by @Marrony Neris
+[rtext] REVIEWED: `MeasureTextEx()`, additional check for empty input string (#4448) by @mpv-enjoyer
+[rtext] REVIEWED: `CodepointToUTF8()`, clean static buffer #4379 by @Ray
+[rtext] REVIEWED: `TextToFloat()`, always multiply by sign (#4273) by @listeria
+[rtext] REVIEWED: `TextReplace()` const correctness (#3678) by @maverikou
+[rtext] REVIEWED: `TextToFloat()`, coding style (#3627) by @Benjamin Schmid Ties
+[rtext] REVIEWED: Some comments to align to style (#3756) by @Idir Carlos Aliane
+[rtext] REVIEWED: Adjust font atlas area calculation so padding area is not underestimated at small font sizes (#3719) by @Tim Romero
+[rmodels] ADDED: GPU skinning support for models animations (#4321) by @Daniel Holden -WARNING-
+[rmodels] ADDED: Support 16-bit unsigned short vec4 format for gltf joint loading (#3821) by @Gary M
+[rmodels] ADDED: Support animation names for the m3d model format (#3714) by @kolunmi
+[rmodels] ADDED: `DrawModelPoints()`, more performant point cloud rendering (#4203) by @Reese Gallagher
+[rmodels] ADDED: `ExportMeshAsCode()` by @Ray
+[rmodels] REVIEWED: Multiple updates to gltf loading, improved macro (#4373) by @Harald Scheirich
+[rmodels] REVIEWED: `LoadOBJ()`, correctly split obj meshes by material (#4285) by @Jeffery Myers
+[rmodels] REVIEWED: `LoadOBJ()`, add warning when loading an OBJ with multiple materials (#4271) by @Jeffery Myers
+[rmodels] REVIEWED: `LoadOBJ()`, fix bug that fragmented the loaded meshes (#4494) by @Eike Decker
+[rmodels] REVIEWED: `LoadIQM()`, set model.meshMaterial[] (#4092) by @SuperUserNameMan
+[rmodels] REVIEWED: `LoadIQM()`, attempt to load texture from IQM at loadtime (#4029) by @Jett
+[rmodels] REVIEWED: `LoadM3D(), fix vertex colors for m3d files (#3859) by @Jeffery Myers
+[rmodels] REVIEWED: `LoadGLTF()`, supporting additional vertex data formats (#3546) by @MrScautHD
+[rmodels] REVIEWED: `LoadGLTF()`, correctly handle the node hierarchy in a glTF file (#4037) by @Paul Melis
+[rmodels] REVIEWED: `LoadGLTF()`, replaced SQUAD quat interpolation with cubic hermite (gltf 2.0 specs) (#3920) by @Benji
+[rmodels] REVIEWED: `LoadGLTF()`, support 2nd texture coordinates loading by @Ray
+[rmodels] REVIEWED: `LoadGLTF()`, support additional vertex attributes data formats #3890 by @Ray
+[rmodels] REVIEWED: `LoadGLTF()`, set cgltf callbacks to use `LoadFileData()` and `UnloadFileData()` (#3652) by @kolunmi
+[rmodels] REVIEWED: `LoadGLTF()`, JOINTS loading #3836 by @Ray
+[rmodels] REVIEWED: `LoadImageFromCgltfImage()`, fix base64 padding support (#4112) by @SuperUserNameMan
+[rmodels] REVIEWED: `LoadModelAnimationsIQM()`, fix corrupted animation names (#4026) by @Jett
+[rmodels] REVIEWED: `LoadModelAnimationsGLTF()`, load animations with 1 frame (#3804) by @Nikita Blizniuk
+[rmodels] REVIEWED: `LoadModelAnimationsGLTF()`, added missing interpolation types (#3919) by @Benji
+[rmodels] REVIEWED: `LoadModelAnimationsGLTF()` (#4107) by @VitoTringolo
+[rmodels] REVIEWED: `LoadBoneInfoGLTF()`, add check for animation name being NULL (#4053) by @VitoTringolo
+[rmodels] REVIEWED: `GenMeshSphere()`, fix artifacts (#4460) by @MikiZX1
+[rmodels] REVIEWED: `GenMeshTangents()`, read uninitialized values, fix bounding case (#4066) by @kai-z99
+[rmodels] REVIEWED: `GenMeshTangents()`, fixed out of bounds error (#3990) by @Salvador Galindo
+[rmodels] REVIEWED: `UpdateModelAnimation()`, performance speedup (#4470) by @JettMonstersGoBoom
+[rmodels] REVIEWED: `DrawCylinder()`, fix drawing due to imprecise angle (#4034) by @Paul Melis
+[rmodels] REVIEWED: `DrawCylinder()`, fix drawing of cap (#4478) by @JeffM2501
+[rmodels] REVIEWED: `DrawMesh()`, send full matModel to shader in DrawMesh (#4005) (#4022) by @David Holland
+[rmodels] REVIEWED: `DrawMesh()`, fix material specular map retrieval (#3758) by @Victor Gallet
+[rmodels] REVIEWED: `DrawModelEx()`, simplified multiplication of colors (#4002) by @Le Juez Victor
+[rmodels] REVIEWED: `DrawBillboardPro()`, to be consistend with `DrawTexturePro()` (#4132) by @bohonghuang
+[rmodels] REVIEWED: `DrawSphereEx()` optimization (#4106) by @smalltimewizard
+[raudio] REVIEWED: `LoadMusicStreamFromMemory()`, support 24-bit FLACs (#4279) by @konstruktor227
+[raudio] REVIEWED: `LoadWaveSamples()`, fix mapping of wave data (#4062) by @listeria
+[raudio] REVIEWED: `LoadMusicStream()`, remove drwav_uninit() (#3986) by @FishingHacks
+[raudio] REVIEWED: `LoadMusicStream()` qoa and wav loading (#3966) by @veins1
+[raudio] REVIEWED: `ExportWaveAsCode()`, segfault (#3769) by @IoIxD
+[raudio] REVIEWED: `WaveCrop()`, fix issues and use frames instead of samples (#3994) by @listeria
+[raudio] REVIEWED: Crash from multithreading issues (#3907) by @Christian Haas
+[raudio] REVIEWED: Reset music.ctxType if loading wasn't succesful (#3917) by @veins1
+[raudio] REVIEWED: Added missing functions in "standalone" mode (#3760) by @Alessandro Nikolaev
+[raudio] REVIEWED: Disable unused miniaudio features (#3544) by @Alexandre Almeida
+[raudio] REVIEWED: Fix crash when switching playback device at runtime (#4102) by @jkaup
+[raudio] REVIEWED: Support 24 bits samples for FLAC format (#4058) by @Alexey Kutepov
+[examples] ADDED: `core_random_sequence` (#3846) by @Dalton Overmyer
+[examples] ADDED: `core_input_virtual_controls` (#4342) by @oblerion
+[examples] ADDED: `shapes_rectangle_advanced `, implementing `DrawRectangleRoundedGradientH()` (#4435) by @Everton Jr.
+[examples] ADDED: `models_bone_socket` (#3833) by @iP
+[examples] ADDED: `shaders_vertex_displacement` (#4186) by @Alex ZH
+[examples] ADDED: `shaders_shadowmap` (#3653) by @TheManTheMythTheGameDev
+[examples] REVIEWED: `core_2d_camera_platformer` by @Ray
+[examples] REVIEWED: `core_2d_camera_mouse_zoom`, use logarithmic scaling for a 2d zoom functionality (#3977) by @Mike Will
+[examples] REVIEWED: `core_input_gamepad_info`, all buttons displayed within the window (#4241) by @Asdqwe
+[examples] REVIEWED: `core_input_gamepad_info`, show ps3 controller (#4040) by @Konrad Gutvik Grande
+[examples] REVIEWED: `core_input_gamepad`, add drawing for generic gamepad (#4424) by @Asdqwe
+[examples] REVIEWED: `core_input_gamepad`, add deadzone handling (#4422) by @Asdqwe
+[examples] REVIEWED: `shapes_bouncing_ball` (#4226) by @Anthony Carbajal
+[examples] REVIEWED: `shapes_following_eyes` (#3710) by @Hongyu Ouyang
+[examples] REVIEWED: `shapes_draw_rectangle_rounded` by @Ray
+[examples] REVIEWED: `shapes_draw_ring`, fix other examples (#4211) by @kai-z99
+[examples] REVIEWED: `shapes_lines_bezier` by @Ray
+[examples] REVIEWED: `textures_image_kernel` #3556 by @Ray
+[examples] REVIEWED: `text_input_box` (#4229) by @Anthony Carbajal
+[examples] REVIEWED: `text_writing_anim` (#4230) by @Anthony Carbajal
+[examples] REVIEWED: `models_billboard` by @Ray
+[examples] REVIEWED: `models_cubicmap` by @Ray
+[examples] REVIEWED: `models_point_rendering` by @Ray
+[examples] REVIEWED: `models_box_collisions` (#4224) by @Anthony Carbajal
+[examples] REVIEWED: `models_skybox`, do not use HDR by default (#4115) by @Jeffery Myers
+[examples] REVIEWED: `shaders_basic_pbr` (#4225) by @Anthony Carbajal
+[examples] REVIEWED: `shaders_palette_switch` by @Ray
+[examples] REVIEWED: `shaders_hybrid_render` (#3908) by @Yousif
+[examples] REVIEWED: `shaders_lighting_instancing`, fix vertex shader (#4056) by @Karl Zylinski
+[examples] REVIEWED: `shaders_raymarching`, add `raymarching.fs` for GLSL120 (#4183) by @CDM15y
+[examples] REVIEWED: `shaders_shadowmap`, fix shaders for GLSL 1.20 (#4167) by @CDM15y
+[examples] REVIEWED: `shaders_deferred_render` (#3655) by @Jett
+[examples] REVIEWED: `shaders_basic_pbr` (#3621) by @devdad
+[examples] REVIEWED: `shaders_basic_pbr`, remove dependencies (#3649) by @TheManTheMythTheGameDev
+[examples] REVIEWED: `shaders_basic_pbr`, added more comments by @Ray
+[examples] REVIEWED: `shaders_gpu_skinning`, to work with OpenGL ES 2.0 #4412 by @Ray
+[examples] REVIEWED: `shaders_model_shader`, use free camera (#4428) by @IcyLeave6109
+[examples] REVIEWED: `audio_stream_effects` (#3618) by @lipx
+[examples] REVIEWED: `audio_raw_stream` (#3624) by @riadbettole
+[examples] REVIEWED: `audio_mixed_processor` (#4214) by @Anthony Carbajal
+[examples] REVIEWED: `raylib_opengl_interop`, fix building on PLATFORM_DESKTOP_SDL (#3826) by @Peter0x44
+[examples] REVIEWED: Update examples missing UnloadTexture() calls (#4234) by @Anthony Carbajal
+[examples] REVIEWED: Added GLSL 100 and 120 shaders to lightmap example (#3543) by @Jussi Viitala
+[examples] REVIEWED: Set FPS to always 60 in all exampels (#4235) by @Anthony Carbajal
+[build] REVIEWED: Makefile by @Ray
+[build] REVIEWED: Makefile, fix wrong flag #3593 by @Ray
+[build] REVIEWED: Makefile, disable wayland by default (#4369) by @Anthony Carbajal
+[build] REVIEWED: Makefile, VSCode, fix to support multiple .c files (#4391) by @Alan Arrecis
+[build] REVIEWED: Makefile, fix -Wstringop-truncation warning (#4096) by @Peter0x44
+[build] REVIEWED: Makefile, fix issues for RGFW on Linux/macOS (#3969) by @Colleague Riley
+[build] REVIEWED: Makefile, update RAYLIB_VERSION (#3901) by @Belllg
+[build] REVIEWED: Makefile, use mingw32-make for Windows (#4436) by @Asdqwe
+[build] REVIEWED: Makefile, move CUSTOM_CFLAGS for better visibility (#4054) by @Lázaro Albuquerque
+[build] REVIEWED: Makefile, update emsdk paths to latest versions by @Ray
+[build] REVIEWED: Makefile examples, align /usr/local with /src Makefile (#4286) by @Tchan0
+[build] REVIEWED: Makefile examples, added `textures_image_kernel` (#3555) by @Sergey Zapunidi
+[build] REVIEWED: Makefile examples (#4209) by @Anthony Carbajal
+[build] REVIEWED: Makefile examples, to work on NetBSD (#4438) by @NishiOwO
+[build] REVIEWED: Makefile examples, WebGL2 (OpenGL ES 3.0) backend flags #4330 by @Ray
+[build] REVIEWED: Makefile examples, web building (#4434) by @Asdqwe
+[build] REVIEWED: build.zig, fix various issues around `-Dconfig` (#4398) by @Sage Hane
+[build] REVIEWED: build.zig, fix type mismatch (#4383) by @yuval_dev
+[build] REVIEWED: build.zig, minor fixes (#4381) by @Sage Hane
+[build] REVIEWED: build.zig, fix @src logic and a few things (#4380) by @Sage Hane
+[build] REVIEWED: build.zig, improve logic (#4375) by @Sage Hane
+[build] REVIEWED: build.zig, issues  (#4374) by @William Culver
+[build] REVIEWED: build.zig, issues (#4366) by @Visen
+[build] REVIEWED: build.zig, support desktop backend change (#4358) by @Nikolas
+[build] REVIEWED: build.zig, use zig fmt (#4242) by @freakmangd
+[build] REVIEWED: build.zig, check if wayland-scanner is installed (#4217) by @lnc3l0t
+[build] REVIEWED: build.zig, override config.h definitions (#4193) by @lnc3l0t
+[build] REVIEWED: build.zig, support GLFW platform detection (#4150) by @InventorXtreme
+[build] REVIEWED: build.zig, make emscripten build compatible with Zig 0.13.0 (#4121) by @Mike Will
+[build] REVIEWED: build.zig, pass the real build.zig file (#4113) by @InKryption
+[build] REVIEWED: build.zig, leverage `dependencyFromBuildZig` (#4109) by @InKryption
+[build] REVIEWED: build.zig, run examples from their directories (#4063) by @Mike Will
+[build] REVIEWED: build.zig, fix raygui build when using addRaygui externally (#4027) by @Viktor Pocedulić
+[build] REVIEWED: build.zig, fix emscripten build (#4012) by @Dylan
+[build] REVIEWED: build.zig, update to zig 0.12.0dev while keeping 0.11.0 compatibility (#3715) by @freakmangd
+[build] REVIEWED: build.zig, drop support for 0.11.0 and use more idiomatic build script code (#3927) by @freakmangd
+[build] REVIEWED: build.zig, sdd shared library build option and update to zig 0.12.0-dev.2139 (#3727) by @Andrew Lee
+[build] REVIEWED: build.zig, add `opengl_version` option (#3979) by @Alexei Mozaidze
+[build] REVIEWED: build.zig, fix local dependency break (#3913) by @freakmangd
+[build] REVIEWED: build.zig, fix breaking builds for Zig v0.11.0 (#3896) by @iarkn
+[build] REVIEWED: build.zig, update to latest version and simplify (#3905) by @freakmangd
+[build] REVIEWED: build.zig, remove all uses of deps/mingw (#3805) by @Peter0x44
+[build] REVIEWED: build.zig, fixed illegal instruction crash (#3682) by @WisonYe
+[build] REVIEWED: build.zig, fix broken build on #3863 (#3891) by @Nikolas Mauropoulos
+[build] REVIEWED: build.zig, improve cross-compilation (#4468) by @deathbeam
+[build] REVIEWED: CMake, update to raylib 5.0 (#3623) by @Peter0x44
+[build] REVIEWED: CMake, added PLATFORM option for Desktop SDL (#3809) by @mooff
+[build] REVIEWED: CMake, fix GRAPHICS_* check (#4359) by @Kacper Zybała
+[build] REVIEWED: CMake, examples projects  (#4332) by @Ridge3Dproductions
+[build] REVIEWED: CMake, fix warnings in projects/CMake/CMakeLists.txt (#4278) by @Peter0x44
+[build] REVIEWED: CMake, delete BuildOptions.cmake (#4277) by @Peter0x44
+[build] REVIEWED: CMake, update version to 5.0 so libraries are correctly versioned (#3615) by @David Williams
+[build] REVIEWED: CMake, improved linkage flags to save 28KB on the final bundle (#4177) by @Lázaro Albuquerque
+[build] REVIEWED: CMake, support OpenGL ES3 in `LibraryConfigurations.cmake` (#4079) by @manuel5975p
+[build] REVIEWED: CMake, `config.h` fully available to users (#4044) by @Lázaro Albuquerque
+[build] REVIEWED: CMake, pass -sFULL_ES3 instead of -sFULL_ES3=1 (#4090) by @manuel5975p
+[build] REVIEWED: CMake, SDL build link the glfw dependency (#3860) by @Rob Loach
+[build] REVIEWED: CMake, infer CMAKE_MODULE_PATH in super-build (#4042) by @fruzitent
+[build] REVIEWED: CMake, remove USE_WAYLAND option (#3851) by @Alexandre Almeida
+[build] REVIEWED: CMake, disable SDL rlgl_standalone example (#3861) by @Rob Loach
+[build] REVIEWED: CMake, bump version required to avoid deprecated #3639 by @Ray
+[build] REVIEWED: CMake, fix examples linking -DPLATFORM=SDL (#3825) by @Peter0x44
+[build] REVIEWED: CMake, don't build for wayland by default (#4432) by @Peter0x44
+[build] REVIEWED: VS2022, misc improvements by @Ray
+[build] REVIEWED: VS2022, fix build warnings (#4095) by @Jeffery Myers
+[build] REVIEWED: VS2022, added new examples (#4492) by @Jeffery Myers
+[build] REVIEWED: Fix fix-build-paths (#3849) by @Caleb Barger
+[build] REVIEWED: Fix build paths (#3835) by @Steve Biedermann
+[build] REVIEWED: Fix VSCode sample project for macOS (#3666) by @Tim Romero
+[build] REVIEWED: Fix some warnings on web builds and remove some redundant flags (#4069) by @Lázaro Albuquerque
+[build] REVIEWED: Fix examples not building with gestures system disabled (#4020) by @Sprix
+[build] REVIEWED: Fix GLFW runtime platform detection (#3863) by @Alexandre Almeida
+[build] REVIEWED: Fix DRM cross-compile without sysroot (#3839) by @Christian W. Zuckschwerdt
+[build] REVIEWED: Fix cmake-built libraylib.a to properly include GLFW's object files (#3598) by @Peter0x44
+[build] REVIEWED: Hide unneeded internal symbols when building raylib as an so or dylib (#3573) by @Peter0x44
+[build] REVIEWED: Corrected the path of android ndk toolchains for OSX platforms (#3574) by @Emmanuel Méra
+[build][CI] ADDED: Automatic update for raylib_api.* (#3692) by @seiren
+[build][CI] REVIEWED: Update workflows to use latest actions/upload-artifact by @Ray
+[build][CI] REVIEWED: CodeQL minor tweaks to avoid some warnings by @Ray
+[build][CI] REVIEWED: Update linux_examples.yml by @Ray
+[build][CI] REVIEWED: Update linux.yml by @Ray
+[build][CI] REVIEWED: Update webassembly.yml by @Ray
+[build][CI] REVIEWED: Update cmake.yml by @Ray
+[build][CI] REVIEWED: Update codeql.yml, exclude src/external files by @Ray
+[bindings] ADDED: raylib-APL (#4253) by @Brian E
+[bindings] ADDED: raylib-bqn, moved rayed-bqn (#4331) by @Brian E
+[bindings] ADDED: brainfuck binding (#4169) by @_Tradam
+[bindings] ADDED: raylib-zig-bindings (#4004) by @Lionel Briand
+[bindings] ADDED: Raylib-CSharp wrapper (#3963) by @MrScautHD
+[bindings] ADDED: COBOL binding (#3661) by @glowiak
+[bindings] ADDED: raylib-beef binding (#3640) by @Braedon Lewis
+[bindings] ADDED: Raylib-CSharp-Vinculum (#3571) by @Danil
+[bindings] REVIEWED: Remove broken-link bindings #3899 by @Ray
+[bindings] REVIEWED: Updated some versions on BINDINGS.md by @Ray
+[bindings] REVIEWED: Removed umaintained repos (#3999) by @Antonis Geralis
+[bindings] REDESIGNED: Add binding link to name, instead of separate column (#3995) by @Carmine Pietroluongo
+[bindings] UPDATED: h-raylib (#4378) by @Anand Swaroop
+[bindings] UPDATED: Raylib.lean, to master version (#4337) by @Daniil Kisel
+[bindings] UPDATED: raybit, to latest master (#4311) by @Alex
+[bindings] UPDATED: dray binding (#4163) by @red thing
+[bindings] UPDATED: Julia (#4068) by @ShalokShalom
+[bindings] UPDATED: nim to latest master (#3999) by @Antonis Geralis
+[bindings] UPDATED: raylib-rs (#3991) by @IoIxD
+[bindings] UPDATED: raylib-zig version (#3902) by @Nikolas
+[bindings] UPDATED: raylib-odin (#3868) by @joyousblunder
+[bindings] UPDATED: Raylib VAPI (#3829) by @Alex Macafee
+[bindings] UPDATED: Raylib-cs (#3774) by @Brandon Baker
+[bindings] UPDATED: h-raylib (#3739) by @Anand Swaroop
+[bindings] UPDATED: OCaml bindings version (#3730) by @Tobias Mock
+[bindings] UPDATED: Raylib.c3 (#3689) by @Kenta
+[bindings] UPDATED: ray-cyber to 5.0 (#3654) by @fubark
+[bindings] UPDATED: raylib-freebasic binding (#3591) by @WIITD
+[bindings] UPDATED: SmallBASIC (#3562) by @Chris Warren-Smith
+[bindings] UPDATED: Python raylib-py v5.0.0beta1 (#3557) by @Jorge A. Gomes
+[bindings] UPDATED: raylib-d binding (#3561) by @Steven Schveighoffer
+[bindings] UPDATED: Janet (#3553) by @Dmitry Matveyev
+[bindings] UPDATED: Raylib.nelua (#3552) by @Auz
+[bindings] UPDATED: raylib-cpp to 5.0 (#3551) by @Rob Loach
+[bindings] UPDATED: Pascal binding (#3548) by @Gunko Vadim
+[external] UPDATED: stb_truetype.h to latest version by @Ray
+[external] UPDATED: stb_image_resize2.h to latest version by @Ray
+[external] UPDATED: stb_image.h to latest version by @Ray
+[external] UPDATED: qoa.h to latest version by @Ray
+[external] UPDATED: dr_wav.h to latest version by @Ray
+[external] UPDATED: dr_mp3.h to latest version by @Ray
+[external] UPDATED: cgltf.h to latest version by @Ray
+[external] REVIEWED: rl_gputex, correctly load mipmaps from DDS files (#4399) by @Nikolas
+[external] REVIEWED: stb_image_resize2, dix vld1q_f16 undeclared in arm (#4309) by @masnm
+[external] REVIEWED: miniaudio, fix library and Makefile for NetBSD (#4212) by @NishiOwO
+[external] REVIEWED: raygui, update to latest version 4.5-dev (#4238) by @Anthony Carbajal
+[external] REVIEWED: jar_xml, replace unicode characters by ascii characters to avoid warning in MSVC (#4196) by @Rico P
+[external] REVIEWED: vox_loader, normals and new voxels shader (#3843) by @johann nadalutti
+[parser] REVIEWED: README.md, to mirror fixed help text (#4336) by @Daniil Kisel
+[parser] REVIEWED: Fix seg fault with long comment lines (#4306) by @Chris Warren-Smith
+[parser] REVIEWED: Don't crash for files that don't end in newlines (#3981) by @Peter0x44
+[parser] REVIEWED: Issues in usage example help text (#4084) by @Peter0x44
+[parser] REVIEWED: Fix parsing of empty parentheses (#3974) by @Filyus
+[parser] REVIEWED: Address parsing issue when generating XML #3893 by @Ray
+[parser] REVIEWED: `MemoryCopy()`, prevent buffer overflow by replacing hard-coded arguments (#4011) by @avx0
+[misc] ADDED: Create logo/raylib.icns by @Ray
+[misc] ADDED: Create logo/raylib_1024x1024.png by @Ray
+[misc] ADDED: Default vertex/fragment shader for OpenGL ES 3.0 (#4178) by @Lázaro Albuquerque
+[misc] REVIEWED: README.md, fix Reddit badge (#4136) by @Ninad Sachania
+[misc] REVIEWED: .gitignore, ignore compiled dll binaries (#3628) by @2Bear
+[misc] REVIEWED: Fix undesired scrollbars on web shell files (#4104) by @jspast
+[misc] REVIEWED: Made comments on raylib.h match comments in rcamera.h (#3942) by @Tomas Fabrizio Orsi
+[misc] REVIEWED: Make raylib/raygui work better on touchscreen (#3728) by @Hongyu Ouyang
+[misc] REVIEWED: Update config.h by @Ray
+
+-------------------------------------------------------------------------
+Release:     raylib 5.0 - 10th Anniversary Edition (18 November 2023)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - REDESIGNED: rcore module platform-split, by @ubkp, @michaelfiber, @Bigfoot71, @raysan5
+ - ADDED: New platform backend supported: SDL
+ - ADDED: New platform backend supported: Nintendo Switch (closed source)
+ - ADDED: New Splines drawing and evaluation API
+ - ADDED: New pseudo-random numbers generator: rprand
+ - ADDED: Automation Events System API
+ - UPDATED: raygui 4.0: New version of this immediate-mode gui system for tools development with raylib
+
+Detailed changes:
+[rcore] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach
+[rcore] ADDED: IsKeyPressedRepeat() on PLATFORM_DESKTOP (#3245) by @actondev
+[rcore] ADDED: SetWindowTitle() for PLATFORM_WEB (#3222) by @VitusVeit
+[rcore] ADDED: FLAG_WINDOW_RESIZABLE for web (#3305) by @Peter0x44
+[rcore] ADDED: SetWindowMaxSize() for desktop and web (#3309) by @ubkp
+[rcore] ADDED: SetMouseCursor() for PLATFORM_WEB (#3414) by @BeardedBread
+[rcore] ADDED: LoadRandomSequence()/UnloadRandomSequence() by @raysan5
+[rcore] REMOVED: PLATFORM_RPI (#3232) by @michaelfiber
+[rcore] REVIEWED: GetFileLength(), added comment (#3262) by @raysan5
+[rcore] REVIEWED: Default shaders precission issue on PLATFORM_WEB (#3261) by @branc116
+[rcore] REVIEWED: IsKey*() key validation checks (#3256) by @n77y
+[rcore] REVIEWED: SetClipboardText() for PLATFORM_WEB (#3257) by @ubkp
+[rcore] REVIEWED: Check if Ctrl modifier is among the currently set modifiers (#3230) by @mohad12211
+[rcore] REVIEWED: Android app black screen when reopening by @Bigfoot71
+[rcore] REVIEWED: Warnings when casting int to floats (#3218) by @JeffM2501
+[rcore] REVIEWED: GetCurrentMonitor() detection inconsistency issue (#3215) by @ubkp
+[rcore] REVIEWED: SetWindowMonitor() to no longer force fullscreen (#3209) by @ubkp
+[rcore] REVIEWED: Fix mouse wheel not working in PLATFORM_RPI or PLATFORM_DRM (#3193) by @ubkp
+[rcore] REVIEWED: GetMonitorName() description (#3184) (#3189) by @danilwhale
+[rcore] REVIEWED: BeginScissorMode(), identify rendering to texture (#3510) by @gulrak
+[rcore] REVIEWED: Window flags order (#3114) by @lesleyrs
+[rcore] REVIEWED: Full movement for right analog stick (#3095) by @PixelPhobicGames
+[rcore] REVIEWED: Fix Android app freeze after calling CloseWindow() (#3067) by @Bigfoot71
+[rcore] REVIEWED: Lazy loading of default font used on image drawing (no InitWindow) by @raysan5
+[rcore] REVIEWED: Minor tweaks to raylib events automation system @raysan5
+[rcore] REVIEWED: GetCurrentMonitor() bugfix (#3058) by @hamyyy
+[rcore] REVIEWED: Update CORE.Input.Touch.pointCount (#3024) by @raysan5
+[rcore] REVIEWED: Mouse offset and scaling must be considered also on web!
+[rcore] REVIEWED: CompressData(), possible stack overflow
+[rcore] REVIEWED: GetWorldToScreenEx() (#3351) by @Brian-ED
+[rcore] REVIEWED: Fix GetMouseDelta() issue for Android (#3404) by @Bigfoot71
+[rcore] REVIEWED: GetFPS(), reset FPS averages when window is inited (#3445) by @JeffM2501
+[rcore] REVIEWED: GetCurrentMonitor(), check window center position by @M374LX
+[rcore] REVIEWED: GetRender*() issue on macOS highDPI (#3367) by @raysan5
+[rcore] REVIEWED: ScanDirectoryFiles*(), paths building slashes sides (#3507)
+[rlgl] ADDED: Experimental support for OpenGL ES 3.0 by @raysan5
+[rlgl] ADDED: Support 16-Bit HDR textures (#3220) by @Not-Nik
+[rlgl] ADDED: rlEnablePointMode() (#3490) by @JettMonstersGoBoom
+[rlgl] ADDED: rlBlitFramebuffer(), required for deferred render
+[rlgl] REVIEWED: LoadModel(), removed cube fallback mechanism (#3459)
+[rlgl] REVIEWED: Improved support for ES3/WebGL2 (#3107) by @chemaguerra
+[rlgl] REVIEWED: OpenGL 2.1 half floats support as part of an extension by @Not-Nik
+[rlgl] REVIEWED: Avoid shader attribute not found log by @raysan5
+[rlgl] REVIEWED: Avoid tracelog about not found uniforms (#3003) by @raysan5
+[rlgl] REVIEWED: rLoadTexture() UBSAN complaints #1891 (#3321) by @Codom
+[rlgl] REVIEWED: glInternalFormat as unsigned int
+[rlgl] REVIEWED: OpenGL ES 3.0 support
+[rshapes] ADDED: Spline drawing functions by @raysan5
+[rshapes] ADDED: GetSplinePoint*() functions for spline evaluation by @raysan5
+[rshapes] ADDED: DrawCircleLinesV() for consistency (#3452) by @Peter0x44
+[rshapes] REVIEWED: DrawSplineCatmullRom() by @raysan5
+[rshapes] REVIEWED: Minor fix in DrawLineBezier* (#3006) by @eternalStudent
+[rshapes] REVIEWED: GetCollisionRec(), more performant (#3052) by @manuel5975p
+[rshapes] REVIEWED: Fix off-by-one error in CheckCollisionPointRec() (#3022) by @dbechrd
+[rtextures] ADDED: Basic SVG loading support (#2738) by @bXi
+[rtextures] ADDED: Support 16-Bit HDR textures (#3220) by @Not-Nik
+[rtextures] ADDED: ExportImageToMemory() by @raysan5
+[rtextures] ADDED: ImageRotate() (#3078) by @danemadsen
+[rtextures] ADDED: GenImageGradientSquare() (#3077) by @danemadsen
+[rtextures] ADDED: GenImageLinearGradient() by @danemadsen
+[rtextures] REMOVED: GenImageGradientH() and GenImageGradientV() by @danemadsen
+[rtextures] REVIEWED: LoadImageSvg() by @raysan5
+[rtextures] REVIEWED: Uninitialized thread-locals in stbi (#3282) (#3283) by @jbarthelmes
+[rtextures] REVIEWED: ImageDrawRectangleRec(), validate drawing inside bounds by @JeffM2501
+[rtextures] REVIEWED: LoadTextureCubemap() for manual layouts (#3204) by @Not-Nik
+[rtextures] REVIEWED: Optimization of ImageDrawRectangleRec() (#3185) by @smalltimewizard
+[rtextures] REVIEWED: ImageRotate() formatting by @raysan5
+[rtextures] REVIEWED: GenImagePerlinNoise(), clamp values (#3071) by @raysan5
+[rtextures] REVIEWED: Packing logic error in GenImageFontAtlas() (#2979) by @hanaxar
+[rtextures] REVIEWED: Calculate exact image size in GenImageFontAtlas() (#2963) by @hanaxar
+[rtextures] REVIEWED: ImageDrawRectangleRec() (#3027) by @raysan5
+[rtextures] REVIEWED: ImageDraw() source clipping when drawing beyond top left (#3306) by @RobLoach
+[rtextures] REVIEWED: UnloadRenderTexture(), additional checks
+[rtextures] REVIEWED: Fixed compressed DDS texture loading issues (#3483) by @JaanDev
+[rtext] ADDED: Font altas white rectangle and flag SUPPORT_FONT_ATLAS_WHITE_REC by @raysan5
+[rtext] ADDED: SetTextLineSpacing() to define line breaks text drawing spacing by @raysan5
+[rtext] RENAMED: LoadFont*() parameter names for consistency and coherence by @raysan5
+[rtext] REVIEWED: GetCodepointCount(), ignore unused return value of GetCodepointNext by @ashn-dot-dev
+[rtext] REVIEWED: TextFormat() warn user if buffer overflow occured (#3399) by @Murlocohol
+[rtext] REVIEWED: TextFormat(), added "..." for truncation (#3366) by @raysan5
+[rtext] REVIEWED: GetGlyphIndex() (#3000) by @raysan5
+[rtext] REVIEWED: GetCodepointNext() to return default value by @chocolate42
+[rtext] REVIEWED: TextToPascal() issue when first char is uppercase
+[rmodels] ADDED: ModelAnimation.name field, initially with GLTF animation names by @alfredbaudisch
+[rmodels] REDESIGNED: LoadOBJ(), avoid mesh splitting by materials, fix (#3398) by @raysan5
+[rmodels] REVIEWED: Support .vox model files version 200 (#3097) by @Bigfoot71
+[rmodels] REVIEWED: Materials loading (#3126) @raysan5
+[rmodels] REVIEWED: DrawBillboardPro() to allow source of negative size (#3197) by @bohonghuang
+[rmodels] REVIEWED: glTF loading segfault in animNormals memcpy by @charles-l
+[rmodels] REVIEWED: LoadModelAnimationsGLTF(), free fileData after use (#3065) by @crynux
+[rmodels] REVIEWED: GenMeshCubicmap(), correction of values (#3032) by @Bigfoot71
+[rmodels] REVIEWED: DrawMesh() to avoid UBSAN complaining (#1891)
+[rmodels] REVIEWED: GenMeshPlane() when resX != resZ (#3425) by @neyrox, @s-yablonskiy
+[rmodels] REVIEWED: GetModelBoundingBox() (#3485)
+[raudio] ADDED: LoadSoundAlias() by @JeffM2501
+[raudio] ADDED: Missing structure on standalone mode (#3160) by @raysan5
+[raudio] ADDED: GetMasterVolume() (#3434) by @rexim
+[raudio] REVIEWED: Comments about sample format to AttachAudioStreamProcessor() (#3188) by @AlbertoGP
+[raudio] REVIEWED: Documented buffer format for audio processors (#3186) by @AlbertoGP
+[raudio] REVIEWED: ExportWaveAsCode() file saving by @RadsammyT
+[raudio] REVIEWED: Fix warning on discarded const qualifier (#2967) by @RobLoach
+[raudio] REVIEWED: Move mutex initialization before ma_device_start() (#3325) by @Bigfoot71
+[raudio] REVIEWED: Fix UpdateSound() parameter name (#3405) by @KislyjKisel
+[raudio] REVIEWED: Fix QOA seeking (#3494) by @veins1
+[rcamera] REVIEWED: File-macros for consistency (#3161) by @raysan5
+[rcamera] REVIEWED: Support analog stick camera controls (#3066) by @PixelPhobicGames
+[rcamera] REVIEWED: CameraMoveToTarget(), ensure distance is greater than 0 (#3031) by @kolunmi
+[rcamera] REVIEWED: Exposing rcamera functions to the dll (#3355) by @JeffM2501
+[raymath] ADDED: Vector3Projection() and Vector3Rejection() (#3263) by @Dial0
+[raymath] ADDED: EPSILON macro to each function requiring it (#3330) by @Brian-ED
+[raymath] REVIEWED: Usage of 'sinf()' and 'cosf()' to be correct (#3181) by @RokasPuzonas
+[raymath] REVIEWED: Slightly optimized Vector3Normalize() (#2982) by @RicoP
+[raymath] REVIEWED: Comment to clarify raymath semantics by @raysan5
+[raymath] REVIEWED: Comment about Matrix conventions by @raysan5
+[raymath] REVIEWED: Vector2Angle() and Vector2LineAngle() (#3396) by @Murlocohol
+[rgestures] REVIEWED: Optimize and simplify the gesture system (#3190) by @ubkp
+[rgestures] REVIEWED: GESTURE_DRAG and GESTURE_SWIPE_* issues (mostly) for web (#3183) by @ubkp
+[rgestures] REVIEWED: Touch pointCount for web (#3163) by @ubkp
+[rgestures] REVIEWED: IsGestureDetected() parameter type
+[utils] ADDED: Security checks to file reading (memory allocations) by @raysan5
+[utils] REVIEWED: LoadFileData() potential issues with dataSize
+[examples] ADDED: shaders_lightmap (#3043) by @nullstare
+[examples] ADDED: core_2d_camera_split_screen (#3298) by @gabrielssanches
+[examples] ADDED: LoadSoundAlias() usage example (#3223) by @JeffM2501
+[examples] ADDED: textures_tiling (#3353) by @luis605
+[examples] ADDED: shader_deferred_render (#3496) by @27justin
+[examples] RENAMED: 2d_camera examples for consistency
+[examples] REVIEWED: Text examples SetTextLineSpacing() to multiline examples by @raysan5
+[examples] REVIEWED: examples/shapes/shapes_collision_area.c help instructions (#3279) by @asdqwe
+[examples] REVIEWED: examples/shaders/shaders_texture_outline.c help instructions (#3278) by @asdqwe
+[examples] REVIEWED: examples/others/easings_testbed.c help instructions and small twe…  by @asdqwe
+[examples] REVIEWED: example/audio/audio_module_player.c help instructions and small b…  by @asdqwe
+[examples] REVIEWED: example/models/models_loading_m3d.c controls (#3269) by @asdqwe
+[examples] REVIEWED: example/models/models_loading_gltf.c controls (#3268) by @asdqwe
+[examples] REVIEWED: text_unicode.c example crashing (#3250) by @ubkp
+[examples] REVIEWED: rlgl_standalone.c compilation issue (#3242) by @ubkp
+[examples] REVIEWED: core_input_gestures for Web (#3172) by @ubkp
+[examples] REVIEWED: core_input_gamepad (#3110) by @iacore
+[examples] REVIEWED: examples using raygui to raygui 4.0 by @raysan5
+[examples] REVIEWED: Julia set shader example (#3467) by @joshcol9232
+[build] ADDED: CMake option for SUPPORT_CUSTOM_FRAME_CONTROL (#3221) by @ubkp
+[build] ADDED: New BORDERLESS_WINDOWED_MODE for PLATFORM_DESKTOP (#3216) by @ubkp
+[build] ADDED: New examples to VS2022 solution by @raysan5
+[build] REVIEWED: Updated Makefile and Makefile.Web, include new examples
+[build] REVIEWED: Fix CMake extraneous -lglfw (#3266) by @iacore
+[build] REVIEWED: Add missing cmake options (#3267) by @asdqwe
+[build] REVIEWED: Match CMakeOptions.txt options default values (#3258) by @asdqwe
+[build] REVIEWED: Add build.zig options for individual modules (#3254) by @actondev
+[build] REVIEWED: build.zig to work with cross-compiling (#3225) by @yujiri8
+[build] REVIEWED: Makefile build on PLATFORM_ANDROID, soname (#3211) by @ndytts
+[build] REVIEWED: src/Makefile, fix misleading indentation (#3202) by @ashn-dot-dev
+[build] REVIEWED: build.zig: Support for building with PLAFORM_DRM (#3191) by @jakubvf
+[build] REVIEWED: Update CMakeOptions.txt by @raysan5
+[build] REVIEWED: fix: cmake option "OPENGL_VERSION" doesn't work (#3170) by @royqh1979
+[build] REVIEWED: Add error if raylib.h is included in a C++98 program (#3093) by @Peter0x44
+[build] REVIEWED: Cross compilation for PLATFORM_DRM (#3091) by @TheLastBilly
+[build] REVIEWED: build.zigm fixed cross-compiling from Linux (#3090)by @yujiri8
+[build] REVIEWED: Enhanced cmake part for OpenBSD (#3086) by @rayit
+[build] REVIEWED: Fixed compile on OpenBSD (#3085)by @rayit
+[build] REVIEWED: CMake project example: fix a couple of typos (#3014) by @benjamin-thomas
+[build] REVIEWED: Fix warnings in raylib for MSVC (#3004) by @JeffM2501
+[build] REVIEWED: Update cmake example project (#3062) by @lesleyrs
+[build] REVIEWED: Update build.zig be be able to build with current zig master (#3064) by @ryupold
+[build] REVIEWED: VSCode project template (#3048) by @Shoozza
+[build] REVIEWED: Fixed broken build.zig files. Now works with latest stable compiler (… by @Gamer-Kold
+[build] REVIEWED: Fix missing symbol when rglfw.c on BSD platforms (#2968) by @Koromix
+[build] REVIEWED: Update Makefile comment to indicate arm64 as a supported Linux deskto…  @ashn-dot-dev
+[build] REVIEWED: Update Makefile : clean raygui.c & physac.c (#3296) by @SuperUserNameMan
+[build] REVIEWED: Update webassembly.yml and linux.yml
+[build] REVIEWED: Update zig build system to zig version 0.11.0 (#3393) by @purple4pur
+[build] REVIEWED: Fix for latest zig master (#3037) by @star-tek-mb
+[build] REVIEWED: Examples Makefile to use Makefile.Web when building for web (#3449) by @keithstellyes
+[build] REVIEWED: build.zig updates for 0.11.0 release. (#3501) by @cabarger
+[build] REVIEWED: Support OpenGL ES 3.0 building on Web platform
+[build] REVIEWED: Fix warnings in Visual Studio (#3512) by @JeffM2501
+[build] REVIEWED: OpenGL ES 3.0 flags on CMakeOptions (#3514) by @awfulcooking
+[bindings] ADDED: fortran-raylib
+[bindings] ADDED: raylib-raku to bindings (#3299) by @vushu
+[bindings] ADDED: claw-raylib to BINDINGS.md (#3310) by @bohonghuang
+[bindings] ADDED: vaiorabbit/raylib-bindings (#3318) by @wilsonsilva
+[bindings] ADDED: TurboRaylib (#3317) by @turborium
+[bindings] ADDED: raylib-ffi to bindings list (#3164) by @ewpratten
+[bindings] ADDED: raylib-pkpy-bindings (#3361) by @blueloveTH
+[bindings] ADDED: Raylib.lean to BINDINGS.md (#3409) by @KislyjKisel
+[bindings] UPDATED: BINDINGS.md (#3217) by @joseph-montanez
+[bindings] UPDATED: BINDINGS.md to include rayjs (#3212) by @mode777
+[bindings] UPDATED: latest h-raylib version (#3166) by @Anut-py
+[bindings] UPDATED: bindbd-raylib3 to raylib 4.5 (#3157) by @o3o
+[bindings] UPDATED: Janet bindings supported version update (#3083)by @archydragon
+[bindings] UPDATED: BINDINGS.md (raylib-py -> 4.5) (#2992) by @overdev
+[bindings] UPDATED: BINDINGS.md (raylib-lua -> 4.5) (#2989) by @TSnake41
+[bindings] UPDATED: raylib-d binding version to 4.5 (#2988) by @schveiguy
+[bindings] UPDATED: raylib-freebasic to 4.5 (#2986) by @WIITD
+[bindings] UPDATED: BINDINGS.md (#2983) by @jarroddavis68
+[bindings] UPDATED: BINDINGS.md for raylib Odin 4.5 (#2981) by @gingerBill
+[bindings] UPDATED: BINDINGS.md (#2980) by @GuvaCode
+[bindings] UPDATED: BINDINGS.md (#3002) by @fubark
+[bindings] UPDATED: BINDINGS.md (#3053) by @JupiterRider
+[bindings] UPDATED: BINDINGS.md (#3050) by @Its-Kenta
+[bindings] UPDATED: CL bindings version (#3049) by @shelvick
+[bindings] UPDATED: BINDINGS.md (#3026) by @ChrisDill
+[bindings] UPDATED: BINDINGS.md (#3023) by @sDos280
+[bindings] UPDATED: BINDINGS.md (#3017) by @Soutaisei
+[bindings] UPDATED: Various versions to 4.5 (#2974) by @RobLoach
+[bindings] UPDATED: raylib.zig version to 4.5 (#2971) by @ryupold
+[bindings] UPDATED: h-raylib version (#2970) by @Anut-py
+[bindings] UPDATED: Factor's raylib binding to v4.5 (#3350) by @WraithGlade
+[bindings] UPDATED: raylib-ocaml bindings to 4.5 version (#3322) by @tjammer
+[bindings] UPDATED: Jaylib binding (#3508) by @glowiak
+[external] UPDATED: sdefl and sinfl DEFLATE compression libraries by @raysan5
+[external] UPDATED: miniaudio v0.11.12 --> v0.11.19 by @raysan5
+[external] UPDATED: rl_gputex.h compressed images loading library by @raysan5
+[external] UPDATED: Replaced stb_image_resize.c by stb_image_resize2.h (#3403) by @BabakSamimi
+[external] UPDATED: qoi and qoa libraries
+[external] UPDATED: stb libraries (required ones)
+[external] UPDATED: cgltf and m3d libraries
+[external] REVIEWED: msf_gif.h, some warnings
+[external] REVIEWED: sinfl external library to avoid ASAN complaints (#3349) by @raysan5
+[misc] ADDED: New task point to issue template about checking the wiki (#3169) by @ubkp
+[misc] ADDED: CodeQL for static code analysis (#3476) by @b4yuan
+[misc] REVIEWED: Update FAQ.md by @raysan5
+[misc] REVIEWED: Potential code issues reported by CodeQL (#3476)
+[misc] REVIEWED: Fix a link in the FAQ (#3082)by @jasonliang-dev
+[misc] REVIEWED: New file formats to FAQ (#3079) by @Luramoth
+[misc] REVIEWED: Make assets loading extension case insensitive #3008 by @raysan5
+[misc] REVIEWED: Updated web shells open-graph info by @raysan5
+
+-------------------------------------------------------------------------
+Release:     raylib 4.5 (18 March 2023)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - ADDED: Improved ANGLE support on Desktop platforms
+ - ADDED: rcamera module, simpler and more extendable
+ - ADDED: Support for M3D models and M3D/GLTF animations
+ - ADDED: Support QOA audio format (import/export)
+ - ADDED: rl_gputex module for compressed textures loading
+ - REDESIGNED: rlgl module for automatic render-batch limits checking
+ - REDESIGNED: rshapes module to minimize the rlgl dependency
+
+Detailed changes:
+[core] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach
+[core] ADDED: Basic gamepad support for Android (#2709) by @deniska
+[core] ADDED: Support CAPS/NUM lock keys registering if locked
+[core] ADDED: _GNU_SOURCE define on Linux (#2729)
+[core] ADDED: SetWindowIcons() to set multiple icon image sizes
+[core] `WARNING`: RENAMED: Exported raylib version symbol to raylib_version #2671
+[core] REMOVED: Touch points on touch up events on Android (#2711) by @deniska
+[core] REVIEWED: Window position setup on InitWindow() (#2732) by @RandomErrorMessage
+[core] REVIEWED: Touchscreen input related functions on Android (#2702) by @deniska
+[core] REVIEWED: Viewport scaling on Android after context rebind (#2703) by @deniska
+[core] REVIEWED: ScanDirectoryFilesRecursively() (#2704)
+[core] REVIEWED: Gamepad mappings with latest gamecontrollerdb (#2725)
+[core] REVIEWED: Monitor order check on app initialization
+[core] REVIEWED: Application monitor when opening (#2728, #2731) by @RandomErrorMessage
+[core] REVIEWED: Gestures module to use GetTime() if available (#2733) by @RobLoach
+[core] REVIEWED: Resolve GLFW3 some symbols re-definition of windows.h in glfw3native (#2643) by @daipom
+[core] REVIEWED: OpenURL(), string buffer too short sometimes
+[core] REVIEWED: GetRandomValue() range limit warning (#2800) by @Pere001
+[core] REVIEWED: UnloadDirectoryFiles()
+[core] REVIEWED: GetKeyPressed(), out of range issue (#2814) by @daipom
+[core] REVIEWED: GetTime(), renamed variable 'time' to 'nanoSeconds' (#2816) by @jtainer
+[core] REVIEWED: LoadShaderFromMemory(), issue with shader linkage
+[core] REVIEWED: Avoid possible gamepad index as -1 (#2839)
+[core] REVIEWED: SetShaderValue*(), avoid setup uniforms for invalid locations
+[core] REVIEWED: GetClipboardText() on PLATFORM_WEB, permissions issues
+[core] REVIEWED: Initial window position for display-sized fullscreen (#2742) by @daipom
+[core] REVIEWED: Sticky touches input (#2857) by @ImazighenGhost
+[core] REVIEWED: Enable GetWindowHandle() on macOS (#2915) by @Not-Nik
+[core] REVIEWED: Window position always inits centered in current monitor
+[core] REVIEWED: IsWindowFocused() to consider Android App state (#2935)
+[core] REVIEWED: GetMonitorWidth() and GetMonitorHeight() (#2934)
+[core] REVIEWED: GetWindowHandle() to return Linux window (#2938)
+[core] REVIEWED: WindowDropCallback(), additional security check (#2943)
+[core] REVIEWED: Security checks for emscripten_run_script() (#2954)
+[utils] REVIEWED: TraceLog() message size limit overflow
+[rcamera] REDESIGNED: New implementation from scratch (#2563) by @Crydsch
+[rcamera] REVIEWED: Make orbital camera work as expected (#2926) by @JeffM2501
+[rcamera] REVIEWED: Multiple reviews on the new implementation
+[rcamera] ADDED: UpdateCameraPro(), supporting custom user inputs
+[rlgl] ADDED: OpenGL ES 2.0 support on PLATFORM_DESKTOP (#2840) by @wtnbgo
+[rlgl] ADDED: Separate blending modes for color and alpha, BLEND_CUSTOM_SEPARATE (#2741)
+[rlgl] ADDED: rlSetBlendFactorsSeparate and custom blend mode modification checks (#2741) by @pure01fx
+[rlgl] ADDED: RL_TEXTURE_MIPMAP_BIAS_RATIO support to `rlTextureParameters()` for OpenGL 3.3 #2674
+[rlgl] ADDED: rlCubemapParameters() (#2862) by @GithubPrankster
+[rlgl] ADDED: rlSetCullFace() (#2797) by @jtainer
+[rlgl] REMOVED: Mipmaps software generation for OpenGL 1.1
+[rlgl] REVIEWED: Check for extensions before enabling them (#2706) by @Not-Nik
+[rlgl] REVIEWED: SSBO usage to avoid long long data types
+[rlgl] REVIEWED: Enable DXT compression on __APPLE__ targets (#2694) by @Not-Nik
+[rlgl] REVIEWED: enums exposed and description comments
+[rlgl] REVIEWED: rlBindImageTexture(), correct data types (#2808) by @planetis-m
+[rlgl] REVIEWED: rlMultMatrixf(), use const pointer (#2807) by @planetis-m
+[rlgl] REVIEWED: Expose OpenGL blending mode factors and functions/equations
+[rlgl] REVIEWED: rLoadTextureDepth(), issue with depth textures on WebGL (#2824)
+[rlgl] REVIEWED: rlUnloadFramebuffer() (#2937)
+[raymath] ADDED: Vector2LineAngle() (#2887)
+[raymath] REVIEWED: Vector2Angle() (#2829, #2832) by @AlxHnr, @planetis-m
+[shapes] ADDED: CheckCollisionPointPoly() (#2685) by @acejacek
+[shapes] REVIEWED: DrawPixel*(), use RL_QUADS/RL_TRIANGLES (#2750) by @hatkidchan
+[shapes] REVIEWED: DrawLineBezier*(), fix bezier line breaking (#2735, #2767) by @nobytesgiven
+[textures] ADDED: ColorBrightness()
+[textures] ADDED: ColorTint()
+[textures] ADDED: ColorContrast()
+[textures] ADDED: Support for PNM images (.ppm, .pgm)
+[textures] ADDED: GenImagePerlinNoise()
+[textures] ADDED: GenImageText(), generate grayscale image from text byte data
+[textures] ADDED: ImageDrawCircleLines(), ImageDrawCircleLinesV() (#2713) by @RobLoach
+[textures] ADDED: ImageBlurGaussian() (#2770) by @nobytesgiven
+[textures] REVIEWED: Image fileformat support: PIC, PNM
+[textures] REVIEWED: ImageTextEx() and ImageDrawTextEx() scaling (#2756) by @hatkidchan
+[textures] `WARNING`: REMOVED: DrawTextureQuad()
+[textures] `WARNING`: REMOVED: DrawTexturePoly(), function moved to example: `textures_polygon`
+[textures] `WARNING`: REMOVED: DrawTextureTiled(),function implementation moved to the textures_tiled.c
+[text] ADDED: GetCodepointPrevious()
+[text] ADDED: UnloadUTF8(), aligned with LoadUTF8()
+[text] `WARNING`: RENAMED: TextCodepointsToUTF8() to LoadUTF8()
+[text] `WARNING`: RENAMED: GetCodepoint() -> GetCodepointNext()
+[text] REDESIGNED: GetCodepointNext()
+[text] REVIEWED: MeasureTextEx(), avoid crash on bad data
+[text] REVIEWED: UnloadFontData(), avoid crash on invalid font data
+[models] ADDED: Support M3D model file format (meshes and materials) (#2648) by @bztsrc
+[models] ADDED: Support for M3D animations (#2648) by @bztsrc
+[models] ADDED: GLTF animation support (#2844) by @charles-l
+[models] ADDED: DrawCapsule() and DrawCapsuleWires() (#2761) by @IanBand
+[models] ADDED: LoadMaterials(), MTL files loading, same code as OBJ loader (#2872) by @JeffM2501
+[models] `WARNING`: REMOVED: UnloadModelKeepMeshes()
+[models] `WARNING`: REMOVED: DrawCubeTexture(), DrawCubeTextureRec(), functions moved to new example: `models_draw_cube_texture`
+[models] REVIEWED: DrawMesh(), using SHADER_LOC_COLOR_SPECULAR as a material map (#2908) by @haved
+[models] REVIEWED: LoadM3D() vertex color support (#2878) by @GithubPrankster, @bztsrc
+[models] REVIEWED: GenMeshHeightmap() (#2716)
+[models] REVIEWED: LoadIQM() (#2676)
+[models] REVIEWED: Simplify .vox signature check (#2752) by @CrezyDud
+[models] REVIEWED: LoadIQM(), support bone names loading if available (#2882) by @PencilAmazing
+[models] REVIEWED: GenMeshTangents(), avoid crash on missing texcoords data (#2927)
+[audio] ADDED: Full support for QOA audio file format
+[audio] ADDED: Mixed audio processor (#2929) by @hatkidchan
+[audio] ADDED: IsWaveReady()`, IsSoundReady(), IsMusicReady() (#2892) by @RobLoach
+[audio] `WARNING`: REMOVED: Multichannel audio API: PlaySoundMulti(), StopSoundMulti()
+[audio] REVIEWED: Clear PCM buffer state when closing audio device (#2736) by @veins1
+[audio] REVIEWED: Android backend selected (#2118, #2875) by @planetis-m
+[audio] REVIEWED: Change default threading model for COM objects in miniaudio
+[multi] ADDED: IsShaderReady(), IsImageReady(), IsFontReady() (#2892) by @RobLoach
+[multi] ADDED: IsModelReady(), IsMaterialReady(), IsTextureReady(), IsRenderTextureReady() (#2895) by @RobLoach
+[multi] REVIEWED: Multiple code/comment typos by @sDos280
+[multi] REVIEWED: Grammar mistakes and typos (#2914) by @stickM4N
+[multi] REVIEWED: Use TRACELOG() macro instead of TraceLog() in internal modules (#2881) by @RobLoach
+[examples] ADDED: textures_textured_curve (#2821) by @JeffM2501
+[examples] ADDED: models_draw_cube_texture
+[examples] ADDED: models_loading_m3d (#2648) by @bztsrc
+[examples] ADDED: shaders_write_depth (#2836) by @BugraAlptekinSari
+[examples] ADDED: shaders_hybrid_render (#2919) by @BugraAlptekinSari
+[examples] REMOVED: audio_multichannel_sound
+[examples] RENAMED: Several shaders for naming consistency (#2707)
+[examples] RENAMED: lighting_instanced.fs to lighting_instancing.fs (glsl100) (#2805) by @gtrxAC
+[examples] REVIEWED: core_custom_logging.c (#2692) by @hartmannathan
+[examples] REVIEWED: core_camera_2d_platformer (#2687) by @skylar779
+[examples] REVIEWED: core_input_gamepad.c (#2903) by @planetis-m
+[examples] REVIEWED: core_custom_frame_control
+[examples] REVIEWED: core_drop_files (#2943)
+[examples] REVIEWED: text_rectangle_bounds (#2746) by @SzieberthAdam
+[examples] REVIEWED: textures_image_processing, added gaussian blurring (#2775) by @nobytesgiven
+[examples] REVIEWED: models_billboard, highlighting rotation and draw order (#2779) by @nobytesgiven
+[examples] REVIEWED: core_loading_thread, join thread on completion (#2845) by @planetis-m
+[examples] REVIEWED: models_loading_gltf
+[examples] REVIEWED: Shader lighting.fs for GLSL120 (#2651)
+[examples] REVIEWED: text_codepoints_loading.c
+[parser] REVIEWED: raylib-parser Makefile (#2765) by @Peter0x44
+[build] ADDED: Packaging for distros with deb-based and rpm-based packages (#2877) by @KOLANICH
+[build] ADDED: Linkage library -latomic on Linux (only required for ARM32)
+[build] ADDED: Required frameworks on macOS (#2793) by @SpexGuy
+[build] ADDED: WASM support for Zig build (#2901) by @Not-Nik
+[build] ADDED: New raylib examples as VS2022 project (to raylib solution)
+[build] REVIEWED: config.h format and inconsistencies
+[build] REVIEWED: Zig build to latest master, avoid deprecated functions (#2910) by @star-tek-mb
+[build] REVIEWED: CMake project template to easily target raylib version (#2700) by @RobLoach
+[build] REVIEWED: PATH for PLATFORM_WEB target (#2647) by @futureapricot
+[build] REVIEWED: build.zig to let user decide how to set build mode and linker fixes by @InKryption
+[build] REVIEWED: Deprecation error on Android API higher than 23 (#2778) by @anggape
+[build] REVIEWED: Android x86 Architecture name (#2783) by @IsaacTCB
+[build] REVIEWED: examples/build.zig for the latest Zig version (#2786) by @RomanAkberov
+[utils] REVIEWED: ExportDataAsCode() data types (#2787) by @RGDTAB
+[build] REVIEWED: Makefile emscripten path (#2785) by @Julianiolo
+[build] REVIEWED: Several compilation warnings (for strict rules)
+[build] REVIEWED: All github workflows using deprecated actions
+[build] REVIEWED: CMake when compiling for web (#2820) by @object71
+[build] REVIEWED: DLL build on Windows (#2951) by @Skaytacium
+[build] REVIEWED: Avoid MSVC warnings in raylib project (#2871) by @JeffM2501
+[build] REVIEWED: Paths in .bat files to build examples (#2870) by @masoudd
+[build] REVIEWED: CMake, use GLVND for old cmake versions (#2826) by @simendsjo
+[build] REVIEWED: Makefile, multiple tweaks
+[build] REVIEWED: CI action: linux_examples.yml
+[build] REVIEWED: CI action: cmake.yml
+[bindings] ADDED: h-raylib (Haskell) by @Anut-py
+[bindings] ADDED: raylib-c3 (C3) by @Its-Kenta
+[bindings] ADDED: raylib-umka (Umka) by @RobLoach
+[bindings] ADDED: chez-raylib (Chez Scheme) by @Yunoinsky
+[bindings] ADDED: raylib-python-ctypes (Python) by @sDos280
+[bindings] ADDED: claylib (Common Lisp) by @shelvick
+[bindings] ADDED: raylib-vapi (Vala) by @lxmcf
+[bindings] ADDED: TurboRaylib (Object Pascal) by @turborium
+[bindings] ADDED: Kaylib (Kotlin/Native) by @Its-Kenta
+[bindings] ADDED: Raylib-Nelua (Nelua) by @Its-Kenta
+[bindings] ADDED: Cyber (Cyber) by @fubark
+[bindings] ADDED: raylib-sunder (Sunder) by @ashn-dot-dev
+[bindings] ADDED: raylib BQN (#2962) by @Brian-ED
+[misc] REVIEWED: Update external libraries to latest versions
+
+-------------------------------------------------------------------------
+Release:     raylib 4.2 (11 August 2022)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - REMOVED: extras libraries (raygui, physac, rrem, reasings, raudio.h) moved to independent separate repos
+ - UPDATED: examples: Added creation and update raylib versions and assigned **DIFFICULTY LEVELS**!
+ - rres 1.0: A custom resource-processing and packaging file format, including tooling and raylib integration examples
+ - raygui 3.2: New version of the immediate-mode gui system for tools development with raylib
+ - raylib_parser: Multiple improvements of the raylib parser to automatize bindings generation
+ - ADDED: New file system API: Reviewed to be more aligned with raylib conventions and one advance function added
+ - ADDED: New audio stream processors API (_experimental_): Allowing to add custom audio stream data processors using callbacks
+
+Detailed changes:
+[multi] ADDED: Frequently Asked Questions (FAQ.md)
+[multi] REVIEWED: Multiple trace log messages
+[multi] REVIEWED: Avoid some float to double promotions
+[multi] REVIEWED: Some functions input parametes that should be const
+[multi] REVIEWED: Variables initialization, all variables are initialized on declaration
+[multi] REVIEWED: Static array buffers are always re-initialized with memset()
+[multi] `WARNING`: RENAMED: Some function input parameters from "length" to "size"
+[core] ADDED: GetApplicatonDirectory() (#2256, #2285, #2290) by @JeffM2501
+[core] ADDED: raylibVersion symbol, it could be required by some bindings (#2190)
+[core] ADDED: SetWindowOpacity() (#2254) by @tusharsingh09
+[core] ADDED: GetRenderWidth() and GetRenderHeight() by @ArnaudValensi
+[core] ADDED: EnableEventWaiting() and DisableEventWaiting()
+[core] ADDED: GetFileLength()
+[core] ADDED: Modules info at initialization
+[core] ADDED: Support clipboard copy/paste on web
+[core] ADDED: Support OpenURL() on Android platform (#2396) by @futureapricot
+[core] ADDED: Support MOUSE_PASSTHROUGH (#2516)
+[core] ADDED: GetMouseWheelMoveV() (#2517) by @schveiguy
+[core] `WARNING`: REMOVED: LoadStorageValue() / SaveStorageValue(), moved to example
+[core] `WARNING`: RENAMED: GetDirectoryFiles() to LoadDirectoryFiles()
+[core] `WARNING`: RENAMED: `ClearDroppedFiles()` to `UnloadDroppedFiles()`
+[core] `WARNING`: RENAMED: GetDroppedFiles() to LoadDroppedFiles()
+[core] `WARNING`: RENAMED: `ClearDirectoryFiles()` to `UnloadDirectoryFiles()`
+[core] `WARNING`: REDESIGNED: WaitTime() argument from milliseconds to seconds (#2506) by @flashback-fx
+[core] REVIEWED: GetMonitorWidth()/GetMonitorHeight() by @gulrak
+[core] REVIEWED: GetDirectoryFiles(), maximum files allocation (#2126) by @ampers0x26
+[core] REVIEWED: Expose MAX_KEYBOARD_KEYS and MAX_MOUSE_BUTTONS (#2127)
+[core] REVIEWED: ExportMesh() (#2138)
+[core] REVIEWED: Fullscreen switch on PLATFORM_WEB
+[core] REVIEWED: GetMouseWheelMove(), fixed bug
+[core] REVIEWED: GetApplicationDirectory() on macOS (#2304)
+[core] REVIEWED: ToggleFullscreen()
+[core] REVIEWED: Initialize/reset CORE.inputs global state (#2360)
+[core] REVIEWED: MouseScrollCallback() (#2371)
+[core] REVIEWED: SwapScreenBuffers() for PLATFORM_DRM
+[core] REVIEWED: WaitTime(), fix regression causing video stuttering (#2503) by @flashback-fx
+[core] REVIEWED: Mouse device support on PLATFORM_DRM (#2381)
+[core] REVIEWED: Support OpenBSD timming functions
+[core] REVIEWED: Improved boolean definitions (#2485) by @noodlecollie
+[core] REVIEWED: TakeScreenshot(), use GetWindowScaleDPI() to calculate size in screenshot/recording (#2446) by @gulrak
+[core] REVIEWED: Remove fps requirement for drm connector selection (#2468) by @Crydsch
+[core] REVIEWED: IsFileExtension() (#2530)
+[camera] REVIEWED: Some camera improvements (#2563)
+[rlgl] ADDED: Premultiplied alpha blend mode (#2342) by @megagrump
+[rlgl] REVIEWED: VR rendering not taking render target size into account (#2424) by @FireFlyForLife
+[rlgl] REVIEWED: Set rlgl internal framebuffer (#2420)
+[rlgl] REVIEWED: rlGetCompressedFormatName()
+[rlgl] REVIEWED: Display OpenGL 4.3 capabilities with a compile flag (#2124) by @GithubPrankster
+[rlgl] REVIEWED: rlUpdateTexture()
+[rlgl] REVIEWED: Minimize buffer overflow probability
+[rlgl] REVIEWED: Fix scissor mode on macOS (#2170) by @ArnaudValensi
+[rlgl] REVIEWED: Clear SSBO buffers on loading (#2185)
+[rlgl] REVIEWED: rlLoadShaderCode(), improved shader loading code
+[rlgl] REVIEWED: Comment notes about custom blend modes (#2260) by @glorantq
+[rlgl] REVIEWED: rlGenTextureMipmaps()
+[rlgl] REVIEWED: rlTextureParameters()
+[raymath] ADDED: Wrap() (#2522) by @Tekkitslime
+[raymath] ADDED: Vector2Transform()
+[raymath] ADDED: Vector2DistanceSqr() (#2376) by @AnilBK
+[raymath] ADDED: Vector3DistanceSqr() (#2376) by @AnilBK
+[raymath] ADDED: Vector2ClampValue(), Vector3ClampValue() (#2428) by @saccharineboi
+[raymath] ADDED: Vector3RotateByAxisAngle() (#2590) by @Crydsch
+[raymath] `WARNING`: REDESIGNED: Vector2Angle() returns radians instead of degrees (#2193) by @schveiguy
+[raymath] `WARNING`: REMOVED: MatrixNormalize() (#2412)
+[raymath] REVIEWED: Fix inverse length in Vector2Normalize() (#2189) by @HarriP
+[raymath] REVIEWED: Vector2Angle() not working as expected (#2196) by @jdeokkim
+[raymath] REVIEWED: Vector2Angle() and Vector3Angle() (#2203) by @trikko
+[raymath] REVIEWED: QuaternionInvert(), code simplified (#2324) by @megagrump
+[raymath] REVIEWED: QuaternionScale() (#2419) by @tana
+[raymath] REVIEWED: Vector2Rotate(), optimized (#2340) by @jdeokkim
+[raymath] REVIEWED: QuaternionFromMatrix(), QuaternionEquals() (#2591) by @kirigirihitomi
+[raymath] REVIEWED: MatrixRotate*() (#2595, #2599) by @GoodNike
+[shapes] REVIEWED: CheckCollision*() consistency
+[shapes] REVIEWED: DrawRectanglePro(), support TRIANGLES drawing
+[textures] ADDED: Support for QOI image format
+[textures] REVIEWED: ImageColorTint(), GetImageColor(), ImageDrawRectangleRec(), optimized functions (#2429) by @AnilBK
+[textures] REVIEWED: LoadTextureFromImage(), allow texture loading with no data transfer
+[textures] REVIEWED: ImageDraw(), comment to note that f32bit is not supported (#2222)
+[textures] REVIEWED: DrawTextureNPatch(), avoid batch overflow (#2401) by @JeffM2501
+[textures] REVIEWED: DrawTextureTiled() (#2173)
+[textures] REVIEWED: GenImageCellular() (#2178)
+[textures] REVIEWED: LoadTextureCubemap() (#2223, #2224)
+[textures] REVIEWED: Export format for float 32bit
+[textures] REVIEWED: ExportImage(), support export ".jpeg" files
+[textures] REVIEWED: ColorAlphaBlend() (#2524) by @royqh1979
+[textures] REVIEWED: ImageResize() (#2572)
+[textures] REVIEWED: ImageFromImage() (#2594) by @wiertek
+[text] ADDED: ExportFontAsCode()
+[text] ADDED: DrawTextCodepoints() (#2308) by @siddharthroy12
+[text] REVIEWED: TextIsEqual(), protect from NULLs (#2121) by @lukekras
+[text] REVIEWED: LoadFontEx(), comment to specify how to get the default character set (#2221) by @JeffM2501
+[text] REVIEWED: GenImageFontAtlas(), increase atlas size guesstimate by @megagrump
+[text] REVIEWED: GetCodepoint() (#2201)
+[text] REVIEWED: GenImageFontAtlas() (#2556)
+[text] REVIEWED: ExportFontAsCode() to use given font padding (#2525) by @TheTophatDemon
+[models] ADDED: Reference code to load bones id and weight data for animations
+[models] `WARNING`: REMOVED: GetRayCollisionModel() (#2405)
+[models] REMOVED: GenMeshBinormals()
+[models] REVIEWED: External library: vox_loader.h, 64bit issue (#2186)
+[models] REVIEWED: Material color loading when no texture material is available (#2298) by @royqh1979
+[models] REVIEWED: Fix Undefined Symbol _ftelli64 in cgltf (#2319) by @audinue
+[models] REVIEWED: LoadGLTF(), fix memory leak (#2441, #2442) by @leomonta
+[models] REVIEWED: DrawTriangle3D() batch limits check (#2489)
+[models] REVIEWED: DrawBillboardPro() (#2494)
+[models] REVIEWED: DrawMesh*() issue (#2211)
+[models] REVIEWED: ExportMesh() (#2220)
+[models] REVIEWED: GenMeshCylinder() (#2225)
+[audio] `WARNING`: ADDED: rAudioProcessor pointer to AudioStream struct (used by Sound and Music structs)
+[audio] ADDED: SetSoundPan(), SetMusicPan(), SetAudioStreamPan(), panning support (#2205) by ptarabbia
+[audio] ADDED: Audio stream input callback (#2212) by ptarabbia
+[audio] ADDED: Audio stream processors support (#2212) by ptarabbia
+[audio] REVIEWED: GetMusicTimePlayed(), incorrect value after the stream restarted for XM audio (#2092 #2215) by @ptarabbia
+[audio] REVIEWED: Turn on interpolation for XM playback (#2216) by @ptarabbia
+[audio] REVIEWED: Fix crash with delay example (#2472) by @ptarabbia
+[audio] REVIEWED: PlaySoundMulti() (#2231)
+[audio] REVIEWED: ExportWaveAsCode()
+[audio] REVIEWED: UpdateMusicStream(), reduce dynamic allocations (#2532) by @dbechrd
+[audio] REVIEWED: UpdateMusicStream() to support proper stream looping (#2579) by @veins1
+[utils] ADDED: ExportDataAsCode()
+[utils] REVIEWED: Force flush stdout after trace messages (#2465) by @nagy
+[easings] ADDED: Function descriptions (#2471) by @RobLoach
+[camera] REVIEWED: Fix free camera panning in the wrong direction (#2347) by @DavidLyhedDanielsson
+[examples] ADDED: core_window_should_close
+[examples] ADDED: core_2d_camera_mouse_zoom (#2583) by @JeffM2501
+[examples] ADDED: shapes_top_down_lights (#2199) by @JeffM2501
+[examples] ADDED: textures_fog_of_war
+[examples] ADDED: textures_gif_player
+[examples] ADDED: text_codepoints_loading
+[examples] ADDED: audio_stream_effects
+[examples] REMOVED: core_quat_conversion, not working properly
+[examples] REMOVED: raudio_standalone, moved to raudio repo
+[examples] RENAMED: textures_rectangle -> textures_sprite_anim
+[examples] REVIEWED: core_input_gamepad, improve joystick visualisation (#2390) by @kristianlm
+[examples] REVIEWED: textures_draw_tiled
+[examples] REVIEWED: shaders_mesh_instancing, free allocated matrices (#2425) by @AnilBK
+[examples] REVIEWED: shaders_raymarching
+[examples] REVIEWED: audio_raw_stream (#2205) by ptarabbia
+[examples] REVIEWED: audio_music_stream
+[examples] REVIEWED: shaders_mesh_instancing, simplified
+[examples] REVIEWED: shaders_basic_lighting, rlights.h simplified
+[examples] REVIEWED: All examples descriptions, included creation/update raylib versions
+[parser] ADDED: Defines to parser (#2269) by @iskolbin
+[parser] ADDED: Aliases to parser (#2444) by @lazaray
+[parser] ADDED: Parse struct descriptions (#2214) by @eutro
+[parser] ADDED: Parse enum descriptions and value descriptions (#2208) by @eutro
+[parser] ADDED: Lua output format for parser by @iskolbin
+[parser] ADDED: Makefile for raylib_parser by @iskolbin
+[parser] ADDED: Support for truncating parser input (#2464) by @lazaray
+[parser] ADDED: Support for calculated defines to parser (#2463) by @lazaray
+[parser] REVIEWED: Update parser files (#2125) by @catmanl
+[parser] REVIEWED: Fix memory leak in parser (#2136) by @ronnieholm
+[parser] REVIEWED: EscapeBackslashes()
+[parser] REVIEWED: Parser improvements (#2461 #2462) by @lazaray
+[bindings] ADDED: License details for BINDINGS
+[bindings] ADDED: dart-raylib (#2149) by @wolfenrain
+[bindings] ADDED: raylib-cslo (#2169) by @jasonswearingen
+[bindings] ADDED: raylib-d (#2194) by @schveiguy
+[bindings] ADDED: raylib-guile (#2202) by @petelliott
+[bindings] ADDED: raylib-scopes (#2238) by @salotz
+[bindings] ADDED: naylib (Nim) (#2386) by @planetis-m
+[bindings] ADDED: raylib.jl (Julia) (#2403) by @irishgreencitrus
+[bindings] ADDED: raylib.zig (#2449) by @ryupold
+[bindings] ADDED: racket-raylib (#2454) by @eutro
+[bindings] ADDED: raylibr (#2611) by @ramiromagno
+[bindings] ADDED: Raylib.4.0.Pascal (#2617) by @sysrpl
+[bindings] REVIEWED: Multiple bindings updated to raylib 4.0
+[build] ADDED: VS2022 project
+[build] ADDED: Support macOS by zig build system (#2175)
+[build] ADDED: Support custom modules selection on compilation
+[build] ADDED: Minimal web shell for WebAssembly compilation
+[build] ADDED: BSD support for zig builds (#2332) by @zigster64
+[build] ADDED: Repology badge (#2367) by @jubalh
+[build] ADDED: Support DLL compilation with TCC compiler (#2569) by @audinue
+[build] ADDED: Missing examples to VS2022 examples solution
+[build] REMOVED: VS2019 project (unmaintained)
+[build] REMOVED: SUPPORT_MOUSE_CURSOR_POINT config option
+[build] REVIEWED: Fixed RPi make install (#2217) by @wereii
+[build] REVIEWED: Fix build results path on Linux and RPi (#2218) by @wereii
+[build] REVIEWED: Makefiles debug flag
+[build] REVIEWED: Fixed cross-compilation from x86-64 to RPi (#2233) by @pitpit
+[build] REVIEWED: All Makefiles, simplified
+[build] REVIEWED: All Makefiles, improve organization
+[build] REVIEWED: All Makefiles, support CUSTOM_CFLAGS
+[build] REVIEWED: Fixed compiling for Android using CMake (#2270) by @hero2002
+[build] REVIEWED: Make zig build functionality available to zig programs (#2271) by @Not-Nik
+[build] REVIEWED: Update CMake project template with docs and web (#2274) by @RobLoach
+[build] REVIEWED: Update VSCode project to work with latest makefile and web (#2296) by @phil-shenk
+[build] REVIEWED: Support audio examples compilation with external glfw (#2329) by @locriacyber
+[build] REVIEWED: Fix "make clean" target failing when shell is not cmd (#2338) by @Peter0x44
+[build] REVIEWED: Makefile linkage -latomic, required by miniaudio on ARM 32bit #2452
+[build] REVIEWED: Update raylib-config.cmake (#2374) by @marcogmaia
+[build] REVIEWED: Simplify build.zig to not require user to specify raylib path (#2383) by @Hejsil
+[build] REVIEWED: Fix OpenGL 4.3 graphics option in CMake (#2427) by @GoldenThumbs
+[extras] `WARNING`: REMOVED: physac from raylib sources/examples, use github.com/raysan5/physac
+[extras] `WARNING`: REMOVED: raygui from raylib/src/extras, use github.com/raysan5/raygui
+[extras] `WARNING`: REMOVED: rmem from raylib/src/extras, moved to github.com/raylib-extras/rmem
+[extras] `WARNING`: REMOVED: easings from raylib/src/extras, moved to github.com/raylib-extras/reasings
+[extras] `WARNING`: REMOVED: raudio.h from raylib/src, moved to github.com/raysan5/raudio
+[misc] REVIEWED: Update some external libraries to latest versions
+
+-------------------------------------------------------------------------
+Release:     raylib 4.0 - 8th Anniversary Edition (05 November 2021)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - Naming consistency and coherency: Complete review of the library: syntax, naming, comments, decriptions, logs...
+ - Event Automation System: Support for input events recording and automatic re-playing, useful for automated testing and more!
+ - Custom game-loop control: Intended for advanced users that want to control the events polling and the timming mechanisms
+ - rlgl 4.0: Completely decoupling from platform layer and raylib, intended for standalone usage as single-file header-only
+ - raymath 1.5: Complete review following new conventions, to make it more portable and self-contained
+ - raygui 3.0: Complete review and official new release, more portable and self-contained, intended for tools development
+ - raylib_parser: New tool to parse raylib.h and extract all required info into custom output formats (TXT, XML, JSON...)
+ - Zig and Odin official support
+
+Detailed changes:
+[core] ADDED: Support canvas resizing on web (#1840) by @skylersaleh
+[core] ADDED: GetMouseDelta() (#1832) by @adricoin2010
+[core] ADDED: Support additional mouse buttons (#1753) by @lambertwang
+[core] ADDED: SetRandomSeed() (#1994) by @TommiSinivuo
+[core] ADDED: GetTouchPointId() #1972
+[core] ADDED: EncodeDataBase64() and DecodeDataBase64()
+[core] REMOVED: PLATFORM_UWP, difficult to maintain
+[core] REMOVED: IsGamepadName()
+[core] RENAMED: SwapBuffers() to SwapScreenBuffer()
+[core] RENAMED: Wait() to WaitTime()
+[core] RENAMED: RayHitInfo to RayCollision (#1781)
+[core] RENAMED: GetRayCollisionGround() to GetRayCollisionQuad() (#1781)
+[core] REVIEWED: Support mouse wheel on x-axis (#1948)
+[core] REVIEWED: DisableCursor() on web by registering an empty mouse click event function in emscripten (#1900) by @grenappels
+[core] REVIEWED: LoadShader() and default locations and descriptions
+[core] REVIEWED: LoadShaderFromMemory() (#1851) by @Ruminant
+[core] REVIEWED: WaitTime(), avoid global variables dependency to make the function is self-contained (#1841)
+[core] REVIEWED: SetWindowSize() to work on web (#1847) by @nikki93
+[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
+[core] REVIEWED: Android multi-touch (#1869) by @humbe
+[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
+[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
+[core] REVIEWED: KeyCallback(), register keys independently of the actions
+[rlgl] ADDED: GRAPHIC_API_OPENGL_43
+[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
+[rlgl] ADDED: rlActiveDrawBuffers() (#1911)
+[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
+[rlgl] ADDED: rlGetPixelFormatName()
+[rlgl] REVIEWED: rlUpdateVertexBuffer (#1914) by @630Studios
+[rlgl] REVIEWED: rlDrawVertexArrayElements() (#1891)
+[rlgl] REVIEWED: Wrong normal matrix calculation (#1870)
+[raymath] ADDED: Vector3Angle()
+[raymath] REVIEWED: QuaternionFromAxisAngle() (#1892)
+[raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71
+[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
+[shapes] ADDED: DrawSplineBezierCubic() (#2021) by @SAOMDVN
+[textures] ADDED: GetImageColor() #2024
+[textures] REMOVED: GenImagePerlinNoise()
+[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
+[textures] RENAMED: GetScreenData() to LoadImageFromScreen()
+[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
+[textures] REVIEWED: LoadImageAnim() #2005
+[text] ADDED: Security check in case of not valid font
+[text] ADDED: `GetGlyphInfo()` to get glyph info for a specific codepoint
+[text] ADDED: `GetGlyphAtlasRec()` to get glyph rectangle within the generated font atlas
+[text] ADDED: DrawTextPro() with text rotation support, WARNING: DrawTextPro() requires including `rlgl.h`, before it was only dependant on `textures` module.
+[text] ADDED: UnloadCodepoints() to safely free loaded codepoints
+[text] REMOVED: DrawTextRec() and DrawTextRecEx(), moved to example, those functions could be very specific depending on user needs so it's better to give the user the full source in case of special requirements instead of allowing a function with +10 input parameters.
+[text] RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name.
+[text] RENAMED: `CodepointToUtf8()` to `CodepointToUTF8()`, capitalization of UTF-8 is the correct form, it would also require de hyphen but it can be omitted in this case.
+[text] RENAMED: `TextToUtf8()` to `TextCodepointsToUTF8` for consistency and more detail on the functionality.
+[text] RENAMED: GetCodepoints() to LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
+[text] RENAMED: GetNextCodepoint() to GetCodepoint()
+[models] ADDED: MagikaVoxel VOX models loading
+[models] ADDED: GenMeshCone() (#1903)
+[models] ADDED: GetModelBoundingBox()
+[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
+[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
+[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
+[models] REMOVED: DrawBillboardEx()
+[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
+[models] RENAMED: MeshTangents() to GenMeshTangents()
+[models] RENAMED: MeshBinormals() to GenMeshBinormals()
+[models] REVIEWED: GenMeshTangents() (#1877) by @630Studios
+[models] REVIEWED: CheckCollisionBoxSphere() by @Crydsch
+[models] REVIEWED: GetRayCollisionQuad() by @Crydsch
+[models] REVIEWED: LoadGLTF(), fixed missing transformations and nonroot skinning by @MrDiver
+[models] REVIEWED: LoadGLTF(), rewriten from scratch, removed animations support (broken)
+[models] REVIEWED: Decouple DrawMesh() and DrawMeshInstanced() (#1958)
+[models] REVIEWED: Support vertex color attribute for GLTF and IQM (#1790) by @object71
+[models] REVIEWED: DrawBillboardPro() (#1941) by @GithubPrankster
+[models] REDESIGNED: Major review of glTF loading functionality (#1849) by @object71
+[audio] ADDED: SeekMusicStream() (#2006) by @GithubPrankster
+[audio] REMOVED: GetAudioStreamBufferSizeDefault()
+[audio] RENAMED: InitAudioStream() to LoadAudioStream()
+[audio] RENAMED: CloseAudioStream() to UnloadAudioStream()
+[audio] RENAMED: IsMusicPlaying() to IsMusicStreamPlaying()
+[audio] REVIEWED: ExportWaveAsCode()
+[audio] REDESIGNED: Use frameCount on audio instead of sampleCount
+[utils] REVIEWED: exit() on LOG_FATAL instead of LOG_ERROR (#1796)
+[examples] ADDED: core_custom_frame_control
+[examples] ADDED: core_basic_screen_manager
+[examples] ADDED: core_split_screen (#1806) by @JeffM2501
+[examples] ADDED: core_smooth_pixelperfect (#1771) by @NotManyIdeasDev
+[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
+[examples] ADDED: models_loading_vox (#1940) by @procfxgen
+[examples] ADDED: rlgl_compute_shader by @TSnake41 (#2088)
+[examples] REMOVED: models_material_pbr
+[examples] REMOVED: models_gltf_animation
+[examples] REVIEWED: core_3d_picking
+[examples] REVIEWED: core_input_mouse
+[examples] REVIEWED: core_vr_simulator, RenderTexture usage
+[examples] REVIEWED: core_window_letterbox, RenderTexture usage
+[examples] REVIEWED: shapes_basic_shapes
+[examples] REVIEWED: shapes_logo_raylib_anim
+[examples] REVIEWED: textures_to_image
+[examples] REVIEWED: text_rectangle_bounds
+[examples] REVIEWED: text_unicode
+[examples] REVIEWED: text_draw_3d
+[examples] REVIEWED: models_loading
+[examples] REVIEWED: models_skybox (#1792) (#1778)
+[examples] REVIEWED: models_mesh_picking
+[examples] REVIEWED: models_yaw_pitch_roll
+[examples] REVIEWED: models_rlgl_solar_system
+[examples] REVIEWED: shaders_custom_uniform, RenderTexture usage
+[examples] REVIEWED: shaders_eratosthenes, RenderTexture usage
+[examples] REVIEWED: shaders_julia_set, RenderTexture usage
+[examples] REVIEWED: shaders_postprocessing, RenderTexture usage
+[examples] REVIEWED: shaders_basic_lighting, simplified (#1865)
+[examples] REVIEWED: audio_raw_stream.c
+[examples] REVIEWED: raudio_standalone
+[examples] REVIEWED: raylib_opengl_interop
+[examples] REVIEWED: rlgl_standalone.c
+[examples] REVIEWED: Resources licenses
+[examples] REVIEWED: models resources reorganization
+[templates] REMOVED: Moved to a separate repo: https://github.com/raysan5/raylib-game-template
+[build] ADDED: Zig build file (#2014) by @TommiSinivuo
+[build] ADDED: Android VS2019 solution (#2013) by @Kronka
+[build] REMOVED: VS2017 project, outdated
+[build] RENAMED: All raylib modules prefixed with 'r' (core -> rcore)
+[build] RENAMED: SUPPORT_MOUSE_CURSOR_NATIVE to SUPPORT_MOUSE_CURSOR_POINT
+[build] REVIEWED: examples/examples_template.c
+[build] REVIEWED: Makefile to latest Emscripten SDK r23
+[build] REVIEWED: Makefile for latest Android NDK r32 LTS
+[build] REVIEWED: raylib resource files
+[build] Moved some extra raylib libraries to /extras/ directory
+[*] UPDATED: Multiple bindings to latest version
+[*] UPDATED: Most external libraries to latest versions (except GLFW)
+[*] Multiple code improvements and fixes by multiple contributors!
+
+-------------------------------------------------------------------------
+Release:     raylib 3.7 (26 April 2021)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - [rlgl] REDESIGNED: Greater abstraction level, some functionality moved to core module
+ - [rlgl] REVIEWED: Instancing and stereo rendering
+ - [core] REDESIGNED: VR simulator, fbo/shader exposed to user
+ - [utils] ADDED: File access callbacks system
+ - [models] ADDED: glTF animations support (#1551) by @object71
+ - [audio] ADDED: Music streaming support from memory (#1606) by @nezvers
+ - [*] RENAMED: enum types and enum values for consistency
+
+Detailed changes:
+[core] ADDED: LoadVrStereoConfig()
+[core] ADDED: UnloadVrStereoConfig()
+[core] ADDED: BeginVrStereoMode()
+[core] ADDED: EndVrStereoMode()
+[core] ADDED: GetCurrentMonitor() (#1485) by @object71
+[core] ADDED: SetGamepadMappings() (#1506)
+[core] RENAMED: struct Camera: camera.type to camera.projection
+[core] RENAMED: LoadShaderCode() to LoadShaderFromMemory() (#1690)
+[core] RENAMED: SetMatrixProjection() to rlSetMatrixProjection()
+[core] RENAMED: SetMatrixModelview() to rlSetMatrixModelview()
+[core] RENAMED: GetMatrixModelview() to rlGetMatrixModelview()
+[core] RENAMED: GetMatrixProjection() to rlGetMatrixProjection()
+[core] RENAMED: GetShaderDefault() to rlGetShaderDefault()
+[core] RENAMED: GetTextureDefault() to rlGetTextureDefault()
+[core] REMOVED: GetShapesTexture()
+[core] REMOVED: GetShapesTextureRec()
+[core] REMOVED: GetMouseCursor()
+[core] REMOVED: SetTraceLogExit()
+[core] REVIEWED: GetFileName() and GetDirectoryPath() (#1534) by @gilzoide
+[core] REVIEWED: Wait() to support FreeBSD (#1618)
+[core] REVIEWED: HighDPI support on macOS retina (#1510)
+[core] REDESIGNED: GetFileExtension(), includes the .dot
+[core] REDESIGNED: IsFileExtension(), includes the .dot
+[core] REDESIGNED: Compresion API to use sdefl/sinfl libs
+[rlgl] ADDED: SUPPORT_GL_DETAILS_INFO config flag
+[rlgl] REMOVED: GenTexture*() functions (#721)
+[rlgl] REVIEWED: rlLoadShaderDefault()
+[rlgl] REDESIGNED: rlLoadExtensions(), more details exposed
+[raymath] REVIEWED: QuaternionFromEuler() (#1651)
+[raymath] REVIEWED: MatrixRotateZYX() (#1642)
+[shapes] ADDED: DrawSplineBezierQuad() (#1468) by @epsilon-phase
+[shapes] ADDED: CheckCollisionLines()
+[shapes] ADDED: CheckCollisionPointLine() by @mkupiec1
+[shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1
+[shapes] REDESIGNED: SetShapesTexture()
+[shapes] REDESIGNED: DrawCircleSector(), to use float params
+[shapes] REDESIGNED: DrawCircleSectorLines(), to use float params
+[shapes] REDESIGNED: DrawRing(), to use float params
+[shapes] REDESIGNED: DrawRingLines(), to use float params
+[textures] ADDED: DrawTexturePoly() and example (#1677) by @chriscamacho
+[textures] ADDED: UnloadImageColors() for allocs consistency
+[textures] RENAMED: GetImageData() to LoadImageColors()
+[textures] REVIEWED: ImageClearBackground() and ImageDrawRectangleRec() (#1487) by @JeffM2501
+[textures] REVIEWED: DrawTexturePro() and DrawRectanglePro() transformations (#1632) by @ChrisDill
+[text] REDESIGNED: DrawFPS()
+[models] ADDED: UploadMesh() (#1529)
+[models] ADDED: UpdateMeshBuffer()
+[models] ADDED: DrawMesh()
+[models] ADDED: DrawMeshInstanced()
+[models] ADDED: UnloadModelAnimations() (#1648) by @object71
+[models] REMOVED: DrawGizmo()
+[models] REMOVED: LoadMeshes()
+[models] REMOVED: MeshNormalsSmooth()
+[models] REVIEWED: DrawLine3D() (#1643)
+[audio] REVIEWED: Multichannel sound system (#1548)
+[audio] REVIEWED: jar_xm library (#1701) by @jmorel33
+[utils] ADDED: SetLoadFileDataCallback()
+[utils] ADDED: SetSaveFileDataCallback()
+[utils] ADDED: SetLoadFileTextCallback()
+[utils] ADDED: SetSaveFileTextCallback()
+[examples] ADDED: text_draw_3d (#1689) by @Demizdor
+[examples] ADDED: textures_poly (#1677) by @chriscamacho
+[examples] ADDED: models_gltf_model (#1551) by @object71
+[examples] RENAMED: shaders_rlgl_mesh_instanced to shaders_mesh_intancing
+[examples] REDESIGNED: shaders_rlgl_mesh_instanced by @moliad
+[examples] REDESIGNED: core_vr_simulator
+[examples] REDESIGNED: models_yaw_pitch_roll
+[build] ADDED: Config flag: SUPPORT_STANDARD_FILEIO
+[build] ADDED: Config flag: SUPPORT_WINMM_HIGHRES_TIMER (#1641)
+[build] ADDED: Config flag: SUPPORT_GL_DETAILS_INFO
+[build] ADDED: Examples projects to VS2019 solution
+[build] REVIEWED: Makefile to support PLATFORM_RPI (#1580)
+[build] REVIEWED: Multiple typecast warnings by @JeffM2501
+[build] REDESIGNED: VS2019 project build paths
+[build] REDESIGNED: CMake build system by @object71
+[*] RENAMED: Several functions parameters for consistency
+[*] UPDATED: Multiple bindings to latest version
+[*] UPDATED: All external libraries to latest versions
+[*] Multiple code improvements and fixes by multiple contributors!
+
+-------------------------------------------------------------------------
+Release:     raylib 3.5 - 7th Anniversary Edition (25 December 2020)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - [core] ADDED: PLATFORM_DRM to support RPI4 and other devices (#1388) by @kernelkinetic
+ - [core] REDESIGNED: Window states management system through FLAGS
+ - [rlgl] ADDED: RenderBatch type and related functions to allow custom batching (internal only)
+ - [rlgl] REDESIGNED: Framebuffers API to support multiple attachment types (#721)
+ - [textures] REDESIGNED: Image*() functions, big performance improvements (software rendering)
+ - [*] REVIEWED: Multiple functions to replace file accesses by memory accesses
+ - [*] ADDED: GitHub Actions CI to support multiple raylib build configurations
+
+Detailed changes:
+[core] ADDED: SetWindowState() / ClearWindowState() -> New flags added!
+[core] ADDED: IsWindowFocused()
+[core] ADDED: GetWindowScaleDPI()
+[core] ADDED: GetMonitorRefreshRate() (#1289) by @Shylie
+[core] ADDED: IsCursorOnScreen() (#1262) by @ChrisDill
+[core] ADDED: SetMouseCursor() and GetMouseCursor() for standard Desktop cursors (#1407) by @chances
+[core] REMOVED: struct RenderTexture2D: depthTexture variable
+[core] REMOVED: HideWindow() / UnhideWindow() -> Use SetWindowState()
+[core] REMOVED: DecorateWindow() / UndecorateWindow() -> Use SetWindowState()
+[core] RENAMED: GetExtension() to GetFileExtension()
+[core] REVIEWED: Several structs to reduce size and padding
+[core] REVIEWED: struct Texture maps to Texture2D and TextureCubemap
+[core] REVIEWED: ToggleFullscreen() (#1287)
+[core] REVIEWED: InitWindow(), support empty title for window (#1323)
+[core] REVIEWED: RPI: Mouse movements are bound to the screen resolution (#1392) (#1410) by @kernelkinetic
+[core] REVIEWED: GetPrevDirectoryPath() fixes on Unix-like systems (#1246) by @ivan-cx
+[core] REPLACED: rgif.h by msf_gif.h for automatic gif recording
+[core] REDESIGNED: GetMouseWheelMove() to return float movement for precise scrolling (#1397) by @Doy-lee
+[core] REDESIGNED: GetKeyPressed(), and added GetCharPressed() (#1336)
+[core] UWP rework with improvements (#1231) by @Rover656
+[core] Gamepad axis bug fixes and improvement (#1228) by @mmalecot
+[core] Updated joystick mappings with latest version of gamecontrollerdb (#1381) by @coderoth
+[rlgl] Corrected issue with OpenGL 1.1 support
+[rlgl] ADDED: rlDrawMeshInstanced() (#1318) by @seanpringle
+[rlgl] ADDED: rlCheckErrors (#1321) by @seanpringle
+[rlgl] ADDED: BLEND_SET blending mode (#1251) by @RandomErrorMessage
+[rlgl] ADDED: rlSetLineWidth(), rlGetLineWidth(), rlEnableSmoothLines(), rlDisableSmoothLines() (#1457) by @JeffM2501
+[rlgl] RENAMED: rlUnproject() to Vector3Unproject() [raymath]
+[rlgl] REVIEWED: Replace rlglDraw() calls by DrawRenderBatch() internal calls
+[rlgl] REVIEWED: GenTextureCubemap(), use rlgl functionality only
+[rlgl] REVIEWED: rlFramebufferAttach() to support texture layers
+[rlgl] REVIEWED: GenDrawCube() and GenDrawQuad()
+[rlgl] REVIEWED: Issues with vertex batch overflow (#1223)
+[rlgl] REVIEWED: rlUpdateTexture(), issue with offsets
+[rlgl] REDESIGNED: GenTexture*() to use the new fbo API (#721)
+[raymath] ADDED: Normalize() and Remap() functions (#1247) by @NoorWachid
+[raymath] ADDED: Vector2Reflect() (#1400) by @daniel-junior-dube
+[raymath] ADDED: Vector2LengthSqr() and Vector3LengthSqr() (#1248) by @ThePituLegend
+[raymath] ADDED: Vector2MoveTowards() function (#1233) by @anatagawa
+[raymath] REVIEWED: Some functions consistency (#1197) by @Not-Nik
+[raymath] REVIEWED: QuaternionFromVector3ToVector3() (#1263) by @jvocaturo
+[raymath] REVIEWED: MatrixLookAt(), optimized (#1442) by @RandomErrorMessage
+[shapes] ADDED: CheckCollisionLines(), by @Elkantor
+[text] Avoid [textures] functions dependencies
+[text] ADDED: Config flag: SUPPORT_TEXT_MANIPULATION
+[text] ADDED: LoadFontFromMemory() (TTF only) (#1327)
+[text] ADDED: UnloadFontData()
+[text] RENAMED: FormatText() -> TextFormat()
+[text] REVIEWED: Font struct, added charsPadding (#1432)
+[text] REVIEWED: TextJoin()
+[text] REVIEWED: TextReplace() (#1172)
+[text] REVIEWED: LoadBMFont() to load data from memory (#1232)
+[text] REVIEWED: GenImageFontAtlas(), fixed offset (#1171)
+[text] REDESIGNED: LoadFontData(), reviewed input parameters
+[text] REDESIGNED: LoadFontDefault(), some code simplifications
+[text] REDESIGNED: LoadFontFromImage(), avoid LoadImageEx()
+[text] REDESIGNED: LoadFontData(), avoid GenImageColor(), ImageFormat()
+[text] REDESIGNED: LoadBMFont(), avoid ImageCopy(), ImageFormat(), ImageAlphaMask()
+[textures] Move Color functions from [core] to [textures] module
+[textures] ADDED: ColorAlphaBlend()
+[textures] ADDED: GetPixelColor()
+[textures] ADDED: SetPixelColor()
+[textures] ADDED: LoadImageFromMemory() (#1327)
+[textures] ADDED: LoadImageAnim() to load animated sequence of images
+[textures] ADDED: DrawTextureTiled() (#1291) - @Demizdor
+[textures] ADDED: UpdateTextureRec()
+[textures] ADDED: UnloadImageColors(), UnloadImagePalette(), UnloadWaveSamples()
+[textures] REMOVED: Config flag: SUPPORT_IMAGE_DRAWING
+[textures] REMOVED: LoadImageEx()
+[textures] REMOVED: LoadImagePro()
+[textures] REMOVED: GetImageDataNormalized(), not exposed in the API
+[textures] RENAMED: ImageExtractPalette() to GetImagePalette()
+[textures] RENAMED: Fade() to ColorAlpha(), added #define for compatibility
+[textures] RENAMED: GetImageData() -> LoadImageColors()
+[textures] RENAMED: GetImagePalette() -> LoadImagePalette()
+[textures] RENAMED: GetWaveData() -> LoadWaveSamples()
+[textures] REVIEWED: GetPixelDataSize() to consider compressed data properly
+[textures] REVIEWED: GetTextureData(), allow retrieving 32bit float data
+[textures] REVIEWED: ImageDrawText*() params order
+[textures] REVIEWED: ColorAlphaBlend(), support tint color
+[textures] REVIEWED: ColorAlphaBlend(), integers-version, optimized (#1218)
+[textures] REVIEWED: ImageDraw(), consider negative source offset properly (#1283)
+[textures] REVIEWED: ImageDraw(), optimizations test (#1218)
+[textures] REVIEWED: ImageResizeCanvas(), optimization (#1218)
+[textures] REVIEWED: ExportImage(), optimized
+[textures] REVIEWED: ImageAlphaPremultiply(), optimization
+[textures] REVIEWED: ImageAlphaClear(), minor optimization
+[textures] REVIEWED: ImageToPOT(), renamed parameter
+[textures] REVIEWED: ImageCrop() (#1218)
+[textures] REVIEWED: ImageToPOT() (#1218)
+[textures] REVIEWED: ImageAlphaCrop() (#1218)
+[textures] REVIEWED: ExportImage(), optimized (#1218)
+[textures] REDESIGNED: ImageCrop(), optimized (#1218)
+[textures] REDESIGNED: ImageRotateCCW(), optimized (#1218)
+[textures] REDESIGNED: ImageRotateCW(), optimized (#1218)
+[textures] REDESIGNED: ImageFlipHorizontal(), optimized (#1218)
+[textures] REDESIGNED: ImageFlipVertical(), optimized (#1218)
+[textures] REDESIGNED: ImageResizeCanvas(), optimized (#1218)
+[textures] REDESIGNED: ImageDrawPixel(), optimized
+[textures] REDESIGNED: ImageDrawLine(), optimized
+[textures] REDESIGNED: ImageDraw(), optimized (#1218)
+[textures] REDESIGNED: ImageResize(), optimized (#1218)
+[textures] REDESIGNED: ImageFromImage(), optimized (#1218)
+[textures] REDESIGNED: ImageDraw(), optimization (#1218)
+[textures] REDESIGNED: ImageAlphaClear(), optimized (#1218)
+[textures] REDESIGNED: ExportImageAsCode() to use memory buffer (#1232)
+[textures] REDESIGNED: ColorFromHSV()
+[models] ADDED: DrawTriangle3D() and DrawTriangleStrip3D()
+[models] ADDED: UnloadModelKeepMeshes()
+[models] REVIEWED: LoadModel(), avoid loading texcoords and normals from model if not existent
+[models] REVIEWED: GenMeshCubicmap(), added comments and simplification
+[models] REVIEWED: GenMeshCubicmap(), fixed generated normals (#1244) by @GoldenThumbs
+[models] REVIEWED: GenMeshPoly(), fixed buffer overflow (#1269) by @frithrah
+[models] REVIEWED: LoadOBJ(): Allow for multiple materials in obj files (#1408) by @chriscamacho and @codifies
+[models] REVIEWED: LoadIQM() materials loading (#1227) by @sikor666
+[models] REVIEWED: LoadGLTF() to read from memory buffer
+[models] REVIEWED: UpdateMesh(), fix extra memory allocated when updating color buffer (#1271) by @4yn
+[models] REVIEWED: MeshNormalsSmooth() (#1317) by @seanpringle
+[models] REVIEWED: DrawGrid() (#1417)
+[models] REDESIGNED: ExportMesh() to use memory buffer (#1232)
+[models] REDESIGNED: LoadIQM() and LoadModelAnimations() to use memory buffers
+[audio] ADDED: LoadWaveFromMemory() (#1327)
+[audio] REMOVED: SetMusicLoopCount()
+[audio] REVIEWED: Several functions, sampleCount vs frameCount (#1423)
+[audio] REVIEWED: SaveWAV() to use memory write insted of file
+[audio] REVIEWED: LoadMusicStream(), support WAV music streaming (#1198)
+[audio] REVIEWED: Support multiple WAV sampleSize for MusicStream (#1340)
+[audio] REVIEWED: SetAudioBufferPitch()
+[audio] REDESIGNED: Audio looping system
+[audio] REDESIGNED: LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) (#1312)
+[audio] REDESIGNED: ExportWaveAsCode() to use memory buffers
+[utils] ADDED: MemAlloc() / MemFree() (#1440)
+[utils] ADDED: UnloadFileData() / UnloadFileText()
+[utils] REVIEWED: android_fopen() to support SDCard access
+[utils] REDESIGNED: SaveFile*() functions to expose file access results (#1420)
+[rmem] REVIEWED: MemPool and other allocators optimization (#1211) by @assyrianic
+[examples] ADDED: core/core_window_flags
+[examples] ADDED: core/core_quat_conversion by @chriscamacho and @codifies
+[examples] ADDED: textures/textures_blend_modes (#1261) by @accidentalrebel
+[examples] ADDED: textures/textures_draw_tiled (#1291) by @Demizdor
+[examples] ADDED: shaders/shaders_hot_reloading (#1198)
+[examples] ADDED: shaders/shaders_rlgl_mesh_instanced (#1318) by @seanpringle
+[examples] ADDED: shaders/shaders_multi_sampler2d
+[examples] ADDED: others/embedded_files_loading
+[examples] REVIEWED: textures/textures_raw_data (#1286)
+[examples] REVIEWED: textures/textures_sprite_explosion, replace resources
+[examples] REVIEWED: textures/textures_particles_blending, replace resources
+[examples] REVIEWED: textures/textures_image_processing, support mouse
+[examples] REVIEWED: models/models_skybox to work on OpenGL ES 2.0
+[examples] REVIEWED: audio/resources, use open license resources
+[examples] REVIEWED: others/raudio_standalone.c
+[build] ADDED: New config.h configuration options exposing multiple #define values
+[build] REMOVED: ANGLE VS2017 template project
+[build] REVIEWED: All MSVC compile warnings
+[build] Updated Makefile for web (#1332) by @rfaile313
+[build] Updated build pipelines to use latest emscripten and Android NDK
+[build] Updated emscriptem build script to generate .a on WebAssembly
+[build] Updated Android build for Linux, supporting ANDROID_NDK at compile time by @branlix3000
+[build] Updated VSCode project template tasks
+[build] Updated VS2017.UWP project template by @Rover656
+[build] Updated Android build pipeline
+[build] REMOVED: AppVeyor and Travis CI build systems
+[*] Moved raysan5/raylib/games to independent repo: raysan5/raylib-games
+[*] Replaced several examples resources with more open licensed alternatives
+[*] Updated BINDINGS.md with NEW bindings and added raylib version binding!
+[*] Updated all external libraries to latest versions
+[*] Multiple code improvements and small fixes
+
+-----------------------------------------------
+Release:     raylib 3.0 (01 April 2020)
+-----------------------------------------------
+KEY CHANGES:
+ - Global context states used on all modules.
+ - Custom memory allocators for all modules and dependencies.
+ - Centralized file access system and memory data loading.
+ - Structures reviewed to reduce size and always be used as pass-by-value.
+ - Tracelog messages completely reviewed and categorized.
+ - raudio module reviewed to accomodate new Music struct and new miniaudio.
+ - text module reviewed to improve fonts generation and text management functions.
+ - Multiple new examples added and categorized examples table.
+ - GitHub Actions CI implemented for Windows, Linux and macOS.
+
+Detailed changes:
+[build] ADDED: VS2017.ANGLE project, by @msmshazan
+[build] ADDED: VS2017 project support for x64 platform configuration
+[build] ADDED: Makefile for Android building on macOS, by @Yunoinsky
+[build] ADDED: Makefile for Android building on Linux, by @pamarcos
+[build] REMOVED: VS2015 project
+[build] REVIEWED: VSCode project
+[build] REVIEWED: Makefile build system
+[build] REVIEWED: Android building, by @NimbusFox
+[build] REVIEWED: Compilation with CLion IDE, by @Rover656
+[build] REVIEWED: Generation of web examples, by @pamarcos
+[build] REVIEWED: Makefiles path to 'shell.html', by @niorad
+[build] REVIEWED: VS2017 64bit compilation issues, by @spec-chum
+[build] REVIEWED: Multiple fixes on projects building, by @ChrisDill, @JuDelCo, @electronstudio
+[core] ADDED: Support touch/mouse indistinctly
+[core] ADDED: FLAG_WINDOW_ALWAYS_RUN to avoid pause on minimize
+[core] ADDED: Config flag SUPPORT_HALFBUSY_WAIT_LOOP
+[core] ADDED: RPI mouse cursor point support on native mode
+[core] ADDED: GetWorldToScreen2D()- Get screen space position for a 2d camera world space position, by @arvyy
+[core] ADDED: GetScreenToWorld2D() - Get world space position for a 2d camera screen space position, by @arvyy
+[core] ADDED: GetWorldToScreenEx() - Get size position for a 3d world space position
+[core] ADDED: DirectoryExists() - Check if a directory path exists
+[core] ADDED: GetPrevDirectoryPath() - Get previous directory path for a given path
+[core] ADDED: CompressData() - Compress data (DEFLATE algorythm)
+[core] ADDED: DecompressData() - Decompress data (DEFLATE algorythm)
+[core] ADDED: GetWindowPosition() - Get window position XY on monitor
+[core] ADDED: LoadFileData() - Load file data as byte array (read)
+[core] ADDED: SaveFileData() - Save data to file from byte array (write)
+[core] ADDED: LoadFileText() - Load text data from file (read), returns a '\0' terminated string
+[core] ADDED: SaveFileText() - Save text data to file (write), string must be '\0' terminated
+[core] REMOVED: Show raylib logo at initialization
+[core] REVIEWED: GetFileName(), security checks
+[core] REVIEWED: LoadStorageValue(), by @danimartin82
+[core] REVIEWED: SaveStorageValue(), by @danimartin82
+[core] REVIEWED: IsMouseButtonReleased(), when press/release events come too fast, by @oswjk
+[core] REVIEWED: SetWindowMonitor(), by @DropsOfSerenity
+[core] REVIEWED: IsFileExtension() to be case-insensitive
+[core] REVIEWED: IsFileExtension() when checking no-extension files
+[core] REVIEWED: Default font scale filter for HighDPI mode
+[core] REVIEWED: Touch input scaling for PLATFORM_WEB
+[core] REVIEWED: RPI input system, by @DarkElvenAngel
+[core] REVIEWED: RPI input threads issues
+[core] REVIEWED: OpenGL extensions loading and freeing
+[core] REVIEWED: GetDirectoryPath()
+[core] REVIEWED: Camera2D behavior, by @arvyy
+[core] REVIEWED: OpenGL ES 2.0 extensions check
+[rlgl] ADDED: Flags to allow frustrum culling near/far distance configuration at compile time
+[rlgl] ADDED: Flags to sllow MAX_BATCH_BUFFERING config at compile time
+[rlgl] ADDED: GetMatrixProjection(), by @chriscamacho
+[rlgl] ADDED: rlUpdateMeshAt() - Update vertex or index data on GPU, at index, by @brankoku
+[rlgl] REVIEWED: Vertex padding not zeroed for quads, by @kawa-yoiko
+[rlgl] REVIEWED: Read texture data as RGBA from FBO on GLES 2.0
+[rlgl] REVIEWED: LoadShaderCode() for const correctness, by @heretique
+[rlgl] REVIEWED: rlLoadTexture()
+[rlgl] REVIEWED: rlReadTexturePixels()
+[rlgl] REVIEWED: rlUpdateMesh() to supports updating indices, by @brankoku
+[rlgl] REVIEWED: GenTextureCubemap(), renamed parameters for consistency
+[rlgl] REVIEWED: HDR pixels loading
+[raymath] ADDED: MatrixRotateXYZ(), by @chriscamacho
+[raymath] RENAMED: Vector3Multiply() to Vector3Scale()
+[camera] REVIEWED: Free camera pitch, by @chriscamacho
+[camera] REVIEWED: Camera not working properly at z-align, by @Ushio
+[shapes] ADDED: DrawTriangleStrip() - Draw a triangle strip defined by points
+[shapes] ADDED: DrawEllipse() - Draw ellipse
+[shapes] ADDED: DrawEllipseLines() - Draw ellipse outline
+[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides
+[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC
+[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file
+[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle
+[textures] ADDED: ImageFromImage() - Create an image from another image piece
+[textures] ADDED: ImageClearBackground(), by @iamsouravgupta
+[textures] ADDED: ImageDrawPixel(), by @iamsouravgupta
+[textures] ADDED: ImageDrawCircle(), by @iamsouravgupta
+[textures] ADDED: ImageDrawLineEx(), by @iamsouravgupta
+[textures] ADDED: ImageDrawPixelV(), by @RobLoach
+[textures] ADDED: ImageDrawCircleV(), by @RobLoach
+[textures] ADDED: ImageDrawLineV(), by @RobLoach
+[textures] ADDED: ImageDrawRectangleV(), by @RobLoach
+[textures] ADDED: ImageDrawRectangleRec(), by @RobLoach
+[textures] REVIEWED: ImageDrawPixel(), by @RobLoach
+[textures] REVIEWED: ImageDrawLine(), by @RobLoach
+[textures] REVIEWED: ImageDrawCircle(), by @RobLoach
+[textures] REVIEWED: ImageDrawRectangle(), by @RobLoach
+[textures] REVIEWED: ImageDraw(), now it supports color tint parameter
+[textures] REVIEWED: ImageResizeCanvas()
+[textures] REVIEWED: ImageCrop() with security checks
+[textures] REVIEWED: ImageAlphaMask()
+[textures] REVIEWED: ImageDrawRectangleLines()
+[textures] REVIEWED: GetImageData()
+[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied
+[text] ADDED: GetCodepoints() - Get all codepoints in a string
+[text] ADDED: CodepointToUtf8() - Encode codepoint into utf8 text
+[text] ADDED: DrawTextCodepoint() - Draw one character (codepoint)
+[text] RENAMED: LoadDefaultFont() -> LoadFontDefault()
+[text] RENAMED: TextCountCodepoints() -> GetCodepointsCount()
+[text] REVIEWED: TextFormat(), to support caching, by @brankoku
+[text] REVIEWED: LoadFontData(), generate empty image for space character
+[text] REVIEWED: TextSplit()
+[text] REVIEWED: TextToInteger()
+[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity
+[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing
+[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font
+[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph
+[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added
+[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU
+[models] ADDED: Support rlPushMatrix() and rlPopMatrix() on mesh drawing
+[models] ADDED: DrawPoint3D() - Draw a point in 3D space, actually a small line, by @ProfJski
+[models] ADDED: Multi texture support for materials in GLTF format, by @Gamerfiend, @chriscamacho
+[models] REVIEWED: LoadGLTF(), fixed memory leak, by @jubalh
+[models] REVIEWED: LoadIQM(), support multiple animations loading, by @culacant
+[models] REVIEWED: GetCollisionRayModel(), to avoid pointers
+[models] REVIEWED: CheckCollisionRay*(), parameters renamed
+[models] REVIEWED: UnloadMesh(), to avoid pointers
+[models] REVIEWED: LoadModel(), memory initialization
+[models] REVIEWED: UpdateModelAnimation(), added security checks
+[models] REVIEWED: Multiple fixes on models loading, by @jubalh
+[models] REVIEWED: Normals updated when using animated meshes, by @@las3rlars
+[models] REVIEWED: Compilation when the SUPPORT_MESH_GENERATION not set, by @@Elkantor
+[raudio] ADDED: Multi-channel audio playing, by @chriscamacho
+[raudio] REMOVED: LoadWaveEx()
+[raudio] RENAMED: IsAudioBufferProcessed() to IsAudioStreamProcessed()
+[raudio] REVIEWED: Ensure .xm playback starts in the right place, by @illegalinstruction
+[raudio] REVIEWED: Fix short non-looping sounds, by @jbosh
+[raudio] REVIEWED: Modules playing time to full length
+[raudio] REDESIGNED: Replaced Music pointer by struct
+[raudio] REDESIGNED: Removed sampleLeft from Music struct
+[examples] ADDED: core_scissor_test, by @ChrisDill
+[examples] ADDED: core_2d_camera_platformer, by @arvyy
+[examples] ADDED: textures_mouse_painting, by @ChrisDill
+[examples] ADDED: models_waving_cubes, by @codecat
+[examples] ADDED: models_solar_system, by @aldrinmartoq
+[examples] ADDED: shaders_fog, by @chriscamacho
+[examples] ADDED: shaders_texture_waves, by @Anata
+[examples] ADDED: shaders_basic_lighting, by @chriscamacho
+[examples] ADDED: shaders_simple_mask, by @chriscamacho
+[examples] ADDED: audio_multichannel_sound, by @chriscamacho
+[examples] ADDED: shaders_spotlight, by @chriscamacho
+[examples] RENAMED: text_sprite_font > text_font_spritefont
+[examples] RENAMED: text_ttf_loading > text_font_filters
+[examples] RENAMED: text_bmfont_ttf > text_font_loading
+[examples] REMOVED: models_obj_viewer
+[examples] REMOVED: models_solar_system
+[examples] REVIEWED: models_obj_loading > models_loading
+[examples] REVIEWED: models_materials_pbr, shader issues
+[examples] REVIEWED: core_window_letterbox, detailed explanation, by @jotac0
+[examples] REVIEWED: core_window_letterbox, virtual mouse, by @anatagawa
+[games] ADDED: GGJ2020 game - RE-PAIR
+[*] Misc fixes and tweaks, by @yaram, @oraoto, @zatherz, @piecedigital, @Shylie
+[*] Update ALL supported projects (Notepad++, VS2017)
+[*] Update ALL external libraries to latest versions (29.Jan.2020)
+[*] Update ALL examples and games
+[*] Update BINDINGS list
+
+-----------------------------------------------
+Release:     raylib 2.5 (May 2019)
+-----------------------------------------------
+KEY CHANGES:
+ - [core] Redesigned Gamepad mechanism, now common to all platforms and gamepads
+ - [core] HighDPI monitors support with automatic content scaling
+ - [rlgl] Complete module redesign to use one single internal buffer
+ - [rlgl] VR system redesign to allow custom device parameters and distortion shader
+ - [shapes] New drawing shapes available: CircleSector, Ring and RectangleRounded
+ - [text] New text management API (multiple functions)
+ - [text] Full Unicode support (utf8 text)
+ - [textures] Cubemap textures support
+ - [textures] Quad and N-Patch drawing
+ - [models] Skeletal model animation support
+ - [models] Support multiple meshes per model
+ - [models] Support glTF model loading
+
+Detailed changes:
+[build] REVIEWED: Default raylib and examples Makefile
+[build] REVIEWED: Notepad++ NppExec scripts
+[build] REVIEWED: VS2015 and VS2017 projects
+[build] REVIEWED: Android APK build pipeline
+[core] Converted most #defined values as enum values
+[core] Complete redesign of RPI input system to use evdev events
+[core] ADDED: IsWindowResized() - Check if window has been resized
+[core] ADDED: IsWindowHidden() - Check if window is currently hidden
+[core] ADDED: UnhideWindow() - Show the window
+[core] ADDED: HideWindow() - Hide the window
+[core] ADDED: GetWindowHandle() - Get native window handle
+[core] ADDED: GetMonitorCount() - Get number of connected monitors
+[core] ADDED: GetMonitorWidth() - Get primary monitor width
+[core] ADDED: GetMonitorHeight() - Get primary monitor height
+[core] ADDED: GetMonitorPhysicalWidth() - Get primary monitor physical width in millimetres
+[core] ADDED: GetMonitorPhysicalHeight() - Get primary monitor physical height in millimetres
+[core] ADDED: GetMonitorName() - Get the human-readable, UTF-8 encoded name of the primary monitor
+[core] ADDED: GetClipboardText() - Get clipboard text content
+[core] ADDED: SetClipboardText() - Set clipboard text content
+[core] ADDED: ColorFromHSV() - Returns a Color from HSV values
+[core] ADDED: FileExists() - Check if file exists
+[core] ADDED: GetFileNameWithoutExt() - Get filename string without extension (memory should be freed)
+[core] ADDED: GetDirectoryFiles() - Get filenames in a directory path (memory should be freed)
+[core] ADDED: ClearDirectoryFiles() - Clear directory files paths buffers (free memory)
+[core] ADDED: OpenURL() - Open URL with default system browser (if available)
+[core] ADDED: SetMouseOffset() - Set mouse offset
+[core] ADDED: SetMouseScale() - Set mouse scaling
+[core] REMOVED: ShowLogo() - Activate raylib logo at startup (can be done with flags)
+[shapes] ADDED: DrawCircleSector() - Draw a piece of a circle
+[shapes] ADDED: DrawCircleSectorLines() - Draw circle sector outline
+[shapes] ADDED: DrawRing() - Draw ring
+[shapes] ADDED: DrawRingLines() - Draw ring outline
+[shapes] ADDED: DrawRectangleRounded() - Draw rectangle with rounded edges
+[shapes] ADDED: DrawRectangleRoundedLines() - Draw rectangle with rounded edges outline
+[shapes] ADDED: SetShapesTexture() - Define default texture used to draw shapes
+[textures] REVIEWED: ExportImage() - Reorder function parameters
+[textures] REVIEWED: ImageDrawRectangle() - Remove unneeded parameter
+[textures] ADDED: ExportImageAsCode() - Export image as code file defining an array of bytes
+[textures] ADDED: LoadTextureCubemap() - Load cubemap from image, multiple image cubemap layouts supported
+[textures] ADDED: ImageExtractPalette() - Extract color palette from image to maximum size (memory should be freed)
+[textures] ADDED: ImageDrawRectangleLines() - Draw rectangle lines within an image
+[textures] ADDED: DrawTextureQuad() - Draw texture quad with tiling and offset parameters
+[textures] ADDED: DrawTextureNPatch() - Draws a texture (or part of it) that stretches or shrinks nicely
+[models] REVIEWED: LoadMesh() -> LoadMeshes() - Support multiple meshes loading
+[models] REVIEWED: LoadMaterial() -> LoadMaterials() - Support multiple materials loading
+[models] REVIEWED: ExportMesh() - Reorder parameters
+[models] ADDED: DrawCubeWiresV() - Draw cube wires (Vector version)
+[models] ADDED: GenMeshPoly() - Generate polygonal mesh
+[models] ADDED: SetMaterialTexture() - Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
+[models] ADDED: SetModelMeshMaterial() - Set material for a mesh
+[models] ADDED: LoadModelAnimations() - Load model animations from file
+[models] ADDED: UpdateModelAnimation() - Update model animation pose
+[models] ADDED: UnloadModelAnimation() - Unload animation data
+[models] ADDED: IsModelAnimationValid() - Check model animation skeleton match
+[rlgl] Improved internal batching mechanism (multibuffering support, triangle texcoords...)
+[rlgl] REVIEWED: rlPushMatrix()/rlPopMatrix() - Now works like OpenGL 1.1
+[rlgl] REVIEWED: SetShaderValue() - More generic, now requires uniform type
+[rlgl] REMOVED: SetShaderValuei() - Can be acoomplished with new SetShaderValue()
+[rlgl] ADDED: SetShaderValueV() - Set shader uniform value vector
+[rlgl] ADDED: SetShaderValueTexture() - Set shader uniform value for texture
+[rlgl] ADDED: BeginScissorMode() - Begin scissor mode (define screen area for following drawing)
+[rlgl] ADDED: EndScissorMode() - End scissor mode
+[rlgl] ADDED: SetVrConfiguration() - Set stereo rendering configuration parameters
+[rlgl] REVIEWED: InitVrSimulator() - No input parameter required, use SetVrConfiguration()
+[text] REVIEWED: LoadFontEx() - Reorder function parameters
+[text] REVIEWED: LoadFontData() - Reorder function parameters
+[text] REVIEWED: GenImageFontAtlas() - Reorder function parameters
+[text] RENAMED: FormatText() -> TextFormat()
+[text] RENAMED: SubText() -> TextSubtext()
+[text] ADDED: LoadFontFromImage() - Load font from Image (XNA style)
+[text] ADDED: DrawTextRec() - Draw text using font inside rectangle limits
+[text] ADDED: DrawTextRecEx() - Draw text using font inside rectangle limits with support for text selection
+[text] ADDED: TextIsEqual() - Check if two text string are equal
+[text] ADDED: TextLength() - Get text length, checks for '\0' ending
+[text] ADDED: TextReplace() - Replace text string (memory should be freed!)
+[text] ADDED: TextInsert() - Insert text in a position (memory should be freed!)
+[text] ADDED: TextJoin() - Join text strings with delimiter
+[text] ADDED: TextSplit() - Split text into multiple strings
+[text] ADDED: TextAppend() - Append text at specific position and move cursor!
+[text] ADDED: TextFindIndex() - Find first text occurrence within a string
+[text] ADDED: TextToUpper() - Get upper case version of provided string
+[text] ADDED: TextToLower() - Get lower case version of provided string
+[text] ADDED: TextToPascal() - Get Pascal case notation version of provided string
+[text] ADDED: TextToInteger() - Get integer value from text (negative values not supported)
+[raudio] ADDED: ExportWave() - Export wave data to file
+[raudio] ADDED: ExportWaveAsCode() - Export wave sample data to code (.h)
+[raudio] ADDED: IsAudioStreamPlaying() - Check if audio stream is playing
+[raudio] ADDED: SetAudioStreamVolume() - Set volume for audio stream (1.0 is max level)
+[raudio] ADDED: SetAudioStreamPitch() - Set pitch for audio stream (1.0 is base level)
+[examples] Complete review of full examples collection, many additions
+[examples] ADDED: core_custom_logging - Custom trace log system
+[examples] ADDED: core_input_multitouch - Multitouch input example
+[examples] ADDED: core_window_letterbox - Window adapted to screen
+[examples] ADDED: core_loading_thread - Data loading in second thread
+[examples] REVIEWED: core_input_gamepad - Adapted to new gamepad system
+[examples] REVIEWED: core_vr_simulator - HMD device parameters and distortion shader should be provided
+[examples] ADDED: core_window_scale_letterbox - Windows resizing and letterbox content
+[examples] ADDED: shapes_rectangle_scaling_mouse - Scale a rectangle with mouse
+[examples] ADDED: shapes_draw_circle_sector - Circle sector drawing
+[examples] ADDED: shapes_draw_ring - Ring drawing
+[examples] ADDED: shapes_draw_rectangle_rounded - Rounded rectangle drawing
+[examples] ADDED: shapes_bouncing_ball - Ball bouncing in the screen
+[examples] ADDED: shapes_collision_area - Collision detection and drawing
+[examples] ADDED: shapes_following_eyes - Some maths on eyes and mouse
+[examples] ADDED: shapes_easings_ball_anim - Ball animation
+[examples] ADDED: shapes_easings_box_anim - Box animation
+[examples] ADDED: shapes_easings_rectangle_array - Rectangles animation
+[examples] REVIEWED: shapes_colors_palette - Reviewed color selection and text displaying
+[examples] ADDED: textures_background_scrolling - Scrolling and parallaz background effect
+[examples] ADDED: textures_image_npatch - Drawing N-Patch based boxes
+[examples] ADDED: textures_sprite_button - Sprite button with sound
+[examples] ADDED: textures_sprite_explosion - Sprite explosion with sound
+[examples] ADDED: textures_bunnymark - Benchmarking test
+[examples] ADDED: text_draw_inside_rectangle - Drawing text inside a delimited rectangle box
+[examples] ADDED: text_unicode - Multiple languages text drawing
+[examples] ADDED: text_rectangle_bound - Fit text inside a rectangle
+[examples] REVIEWED: text_bmfont_ttf - Simplified example
+[examples] ADDED: models_animation - Animated models loading and animation playing
+[examples] ADDED: models_obj_viewer - Draw and drop models viewer
+[examples] ADDED: models_rlgl_solar_system - Solar system simulation using rlgl functionality
+[examples] ADDED: models_first_person_maze - 3D maze fps
+[examples] ADDED: shaders_palette_switch - Switching color palette on shader
+[examples] ADDED: shaders_raymarching - Raymarching shader
+[examples] ADDED: shaders_texture_drawing - Texture drawing on GPU
+[examples] ADDED: shaders_texture_waves - Texture waves on shader
+[examples] ADDED: shaders_julia_set - Julia set fractals
+[examples] ADDED: shaders_eratosthenes - Prime number visualization shader
+[examples] REVIEWED: audio_raw_stream - Mostly rewritten
+[games] ADDED: GGJ19 game - Cat vs Roomba
+[*] Updated external libraries to latest version
+[*] Multiple bugs corrected (check github issues)
+
+-----------------------------------------------
+Release:     raylib 2.0 (July 2018)
+-----------------------------------------------
+KEY CHANGES:
+  - Removed external dependencies (GLFW3 and OpenAL)
+  - Complete redesign of audio module to use miniaudio library
+  - Support AppVeyor and Travis CI (continuous integration) building
+  - Reviewed raymath.h for better consistency and performance (inlining)
+  - Refactor all #define SUPPORT_* into a single config.h
+  - Support TCC compiler (32bit and 64bit)
+
+Detailed changes:
+[build] REMOVED: GitHub develop branch
+[build] REMOVED: External dependencies GLFW and OpenAL
+[build] ADDED: Android 64bit ARM support
+[build] ADDED: FreeBSD, OpenBSD, NetBSD, Dragon Fly OS support
+[build] ADDED: Universal Windows Platform (UWP) support
+[build] ADDED: Wayland Linux desktop support
+[build] ADDED: AppVeyor CI for automatic Windows builds
+[build] ADDED: Travis CI for automatic Linux/macOS builds
+[build] ADDED: rglfw (GLFW3 module) to avoid external dependency
+[build] ADDED: VS2017 UWP project
+[build] ADDED: Builder project template
+[build] ADDED: Compiler memory sanitizer for better debug
+[build] ADDED: CMake package target and CI auto-deploy tags
+[build] ADDED: DEBUG library building support
+[build] ADDED: Notepad++ NppExec scripts
+[build] REVIEWED: VS2015 and VS2017 projects
+[build] REVIEWED: Android APK build pipeline
+[core] REVIEWED: Window creation hints to support transparent windows
+[core] Unified InitWindow() between platforms
+[core] Export Android main entry point
+[core] RENAMED: Begin3dMode() to BeginMode3D()
+[core] RENAMED: End3dMode() to EndMode3D()
+[core] RENAMED: Begin2dMode() to BeginMode2D()
+[core] RENAMED: End2dMode() to EndMode2D()
+[core] RENAMED: struct Camera to Camera3D
+[core] RENAMED: struct SpriteFont to Font -> plus all required functions!
+[core] RENAMED: enum TextureFormat to PixelFormat
+[core] REVIEWED: Rectangle params int to float
+[core] REVIEWED: timing system for macOS
+[core] REMOVED: ColorToFloat()
+[core] ADDED: GetCurrentTime() on macOS
+[core] ADDED: GetTime()
+[core] ADDED: struct Vector4
+[core] ADDED: SetTraceLog() to define trace log messages type
+[core] ADDED: GetFileName() to get filename from path string
+[core] ADDED: ColorToHSV()
+[core] ADDED: ColorNormalize()
+[core] ADDED: SetWindowSize() to scale Windows in runtime
+[core] ADDED: SetMouseScale() to scale mouse input
+[core] ADDED: key definitions - KEY_GRAVE, KEY_SLASH, KEY_BACKSLASH
+[core] RENAMED: GetHexValue() to ColorToInt()
+[core] REVIEWED: Fade()
+[core] REVIEWED: InitWindow() to avoid void pointer (safety)
+[core] Support camera 3d orthographic projection mode
+[shapes] ADDED: DrawRectangleLinesEx()
+[textures] Improved pixel formats support (32bit channels)
+[textures] Improved textures support for OpenGL 2.1
+[textures] REMOVED: DrawRectangleT() --> Added support to DrawRectangle()
+[textures] ADDED: GetPixelDataSize(); pixel data size in bytes (image or texture)
+[textures] ADDED: ImageAlphaClear() --> Clear alpha channel to desired color
+[textures] ADDED: ImageAlphaCrop() --> Crop image depending on alpha value
+[textures] ADDED: ImageAlphaPremultiply() --> Premultiply alpha channel
+[textures] ADDED: ImageDrawRectangle()
+[textures] ADDED: ImageMipmaps()
+[textures] ADDED: GenImageColor()
+[textures] ADDED: GetPixelDataSize()
+[textures] ADDED: ImageRotateCW()
+[textures] ADDED: ImageRotateCCW()
+[textures] ADDED: ImageResizeCanvas()
+[textures] ADDED: GetImageDataNormalized()
+[textures] REVIEWED: ImageFormat() to use normalized data
+[textures] REVIEWED: Manual mipmap generation
+[textures] REVIEWED: LoadASTC()
+[textures] REVIEWED: GenImagePerlinNoise()
+[textures] REVIEWED: ImageTextEx() to support UTF8 basic characters
+[textures] REVIEWED: GetTextureData() for RPI - requires some work
+[textures] Added new example: text drawing on image
+[text] Corrected issue with ttf font y-offset
+[text] Support SDF font data generation
+[text] ADDED: GenImageFontAtlas()
+[text] ADDED: LoadFontData() to load data from TTF file
+[text] REMOVED: LoadTTF() internal function
+[text] REVIEWED: DrawTextEx() - avoid rendering SPACE character!
+[text] RENAMED: GetDefaultFont() to GetFontDefault()
+[rlgl] ADDED: rlCheckBufferLimit()
+[rlgl] ADDED: LoadShaderCode()
+[rlgl] ADDED: GetMatrixModelview()
+[rlgl] ADDED: SetVrDistortionShader(Shader shader)
+[rlgl] REVIEWED: rlLoadTexture() - added mipmaps support, improved compressed textures loading
+[rlgl] REVIEWED: rlReadTexturePixels()
+[models] Support 4 components mesh.tangent data
+[models] Removed tangents generation from LoadOBJ()
+[models] ADDED: MeshTangents()
+[models] ADDED: MeshBinormals()
+[models] ADDED: ExportMesh()
+[models] ADDED: GetCollisionRayModel()
+[models] RENAMED: CalculateBoundingBox() to MeshBoundingBox()
+[models] REMOVED: GetCollisionRayMesh() - does not consider model transform
+[models] REVIEWED: LoadMesh() - fallback to default cube mesh if loading fails
+[audio] ADDED: Support for MP3 fileformat
+[audio] ADDED: IsAudioStreamPlaying()
+[audio] ADDED: SetAudioStreamVolume()
+[audio] ADDED: SetAudioStreamPitch()
+[utils] Corrected issue with SaveImageAs()
+[utils] RENAMED: SaveImageAs() to ExportImage()
+[utils] REMOVED: rres support - moved to external library (rres.h)
+[shaders] REVIEWED: GLSL 120 shaders
+[raymath] ADDED: Vector3RotateByQuaternion()
+[raymath] REVIEWED: math usage to reduce temp variables
+[raymath] REVIEWED: Avoid pointer-based parameters for API consistency
+[physac] REVIEWED: physac.h timing system
+[examples] Replaced dwarf model by brand new 3d assets: 3d medieval buildings
+[examples] Assets cleaning and some replacements
+[games] ADDED: GGJ18 game - transmission mission
+[games] REVIEWED: Light my Ritual game - improved gameplay drawing
+[*] Updated external libraries to latest version
+[*] Multiple bugs corrected (check github issues)
+
+-----------------------------------------------
+Release:     raylib 1.8.0 (Oct 2017)
+-----------------------------------------------
+NOTE:
+  In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
+  It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
+
+BIG CHANGES:
+  - New Image generation functions: Gradient, Checked, Noise, Cellular...
+  - New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
+  - New Shaders and Materials systems to support PBR materials
+  - Custom Android APK build pipeline with simple Makefile
+  - Complete review of rlgl layer functionality
+  - Complete review of raymath functionality
+
+detailed changes:
+[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
+[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture()
+[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture()
+[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps()
+[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels()
+[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels()
+[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh()
+[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh()
+[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh()
+[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh()
+[rlgl] RENAMED: rlglUnproject() to rlUnproject()
+[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed()
+[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault()
+[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
+[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
+[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
+[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
+[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
+[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
+[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
+[rlgl] ADDED: GetVrDeviceInfo(), Get VR device information for some standard devices
+[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input
+[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
+[core] ADDED: GetExtension(), Get file extension
+[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
+[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
+[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
+[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
+[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
+[textures] ADDED: SaveImageAs(), Save image as PNG file
+[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
+[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
+[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
+[textures] ADDED: GenImageChecked(), Generate image: checked
+[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
+[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
+[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
+[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
+[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
+[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
+[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
+[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
+[models] REMOVED: UpdateMesh(), very ineficient
+[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
+[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
+[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
+[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
+[models] ADDED: GenMeshCube(), Generate cuboid mesh
+[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
+[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
+[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
+[models] ADDED: GenMeshTorus(), Generate torus mesh
+[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
+[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
+[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
+[raymath] REVIEWED: full Matrix functionality to align with GLM in usage
+[raymath] RENAMED: Vector3 functions for consistency: Vector*() renamed to Vector3*()
+[build] Integrate Android APK building into examples Makefile
+[build] Integrate Android APK building into templates Makefiles
+[build] Improved Visual Studio 2015 project, folders, references...
+[templates] Reviewed the full pack to support Android building
+[examples] Reviewed full collection to adapt to raylib changes
+[examples] [textures] ADDED: textures_image_generation
+[examples] [models] ADDED: models_mesh_generation
+[examples] [models] ADDED: models_material_pbr
+[examples] [models] ADDED: models_skybox
+[examples] [models] ADDED: models_yaw_pitch_roll
+[examples] [others] REVIEWED: rlgl_standalone
+[examples] [others] REVIEWED: audio_standalone
+[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
+[games] Reviewed game: Koala Seasons
+[*] Updated STB libraries to latest version
+[*] Multiple bugs corrected (check github issues)
+
+-----------------------------------------------
+Release:     raylib 1.7.0 (20 May 2017)
+-----------------------------------------------
+NOTE:
+  In this new raylib release, multiple parts of the library have been reviewed for consistency and simplification.
+  It exposes almost 300 functions, around 30 new functions in comparison with previous version and, again,
+  it sets a stepping stone towards raylib future.
+
+BIG changes:
+  - More than 30 new functions added to the library, check list below.
+  - Support of configuration flags on every raylib module, to customize library build.
+  - Improved build system for all supported platforms with a unique Makefile to compile sources.
+  - Complete review of examples and sample games, added new sample material.
+  - Support automatic GIF recording of current window, just pressing Ctrl+F12
+  - Improved library consistency and organization in general.
+
+other changes:
+[core] Added function: SetWindowIcon(), to setup icon by code
+[core] Added function: SetWindowMonitor(), to set current display monitor
+[core] Added function: SetWindowMinSize(), to set minimum resize size
+[core] Added function: TakeScreenshot(), made public to API (also launched internally with F12)
+[core] Added function: GetDirectoryPath(), get directory for a given fileName (with path)
+[core] Added function: GetWorkingDirectory(), get current working directory
+[core] Added function: ChangeDirectory(), change working directory
+[core] Added function: TraceLog(), made public to API
+[core] Improved timing system to avoid busy wait loop on frame sync: Wait()
+[core] Added support for gamepad on HTML5 platform
+[core] Support mouse lock, useful for camera system
+[core] Review functions description comments
+[rlgl] Removed function: GetStandardShader(), removed internal standard shader
+[rlgl] Removed function: CreateLight(), removed internal lighting system
+[rlgl] Removed function: DestroyLight(), removed internal lighting system
+[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator
+[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
+[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator
+[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator
+[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device
+[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device
+[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready
+[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering
+[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
+[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API
+[rlgl] Removed internal lighting system and standard shader, moved to example
+[rlgl] Removed Oculus Rift support, moved to oculus_rift example
+[rlgl] Removed VR device support and replaced by VR simulator
+[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick
+[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out
+[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters
+[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat
+[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat
+[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx()
+[textures] Added function: LoadImagePro()), load image from raw data with parameters
+[textures] Review TraceLog() message when image file not found
+[text] Renamed function: LoadSpriteFontTTF() to LoadSpriteFontEx(), for consistency
+[text] Removed rBMF fileformat support, replaced by .png
+[text] Refactor SpriteFont struct (better for rres custom fileformat)
+[text] Renamed some variables for consistency
+[models] Added function: LoadMesh(), load mesh from file
+[models] Added function: LoadMeshEx(), load mesh from vertex data
+[models] Added function: UnloadMesh(), unload mesh from memory (RAM and/or VRAM)
+[models] Added function: GetCollisionRayMesh(), get collision info between ray and mesh
+[models] Added function: GetCollisionRayTriangle(), get collision info between ray and triangle
+[models] Added function: GetCollisionRayGround(), get collision info between ray and ground plane
+[models] Renamed function: LoadModelEx() to LoadModelFromMesh()
+[models] Removed function: DrawLight(), removed internal lighting system
+[models] Renamed function: LoadModelEx() to LoadModelFromMesh() for consistency
+[models] Removed function: LoadStandardMaterial(), removed internal standard shader
+[models] Removed function: LoadModelFromRES(), redesigning custom RRES fileformat
+[models] Renamed multiple variables for consistency
+[audio] Added function: SetMasterVolume(), define listener volume
+[audio] Added function: ResumeSound(), resume a paused sound
+[audio] Added function: SetMusicLoopCount(), set number of repeats for a music
+[audio] Added function: LoadWaveEx(), load wave from raw audio data
+[audio] Added function: WaveCrop(), crop wave audio data
+[audio] Added function: WaveFormat(), format audio data
+[audio] Removed function: LoadSoundFromRES(), redesigning custom RRES fileformat
+[audio] Added support for 32bit audio samples
+[audio] Preliminary support for multichannel, limited to mono and stereo
+[audio] Make sure buffers are ready for update: UpdateMusicStream()
+[utils] Replaced function: GetExtension() by IsFileExtension() and made public to API
+[utils] Unified function: TraceLog() between Android and other platforms
+[utils] Removed internal function: GetNextPOT(), simplified implementation
+[raymath] Added function: QuaternionToEuler(), to work with Euler angles
+[raymath] Added function: QuaternionFromEuler(), to work with Euler angles
+[raymath] Added multiple Vector2 math functions
+[build] Integrate Android source building into Makefile
+[example] Added example: shapes_lines_bezier
+[example] Added example: text_input_box
+[github] Moved gh-pages branch to master/docs
+[github] Moved rlua.h and Lua examples to own repo: raylib-lua
+[games] Reviewed full games collection
+[games] New game added to collection: Koala Seasons
+[*] Reviewed and improved examples collection (new assets)
+[*] Reorganized library functions, structs, enums
+[*] Updated STB libraries to latest version
+
+-----------------------------------------------
+Release:     raylib 1.6.0 (20 November 2016)
+-----------------------------------------------
+NOTE:
+  This new raylib version commemorates raylib 3rd anniversary and represents another complete review of the library.
+  It includes some interesting new features and is a stepping stone towards raylib future.
+
+HUGE changes:
+[rlua] Lua BINDING: Complete raylib Lua binding, ALL raylib functions ported to Lua plus the +60 code examples.
+[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
+[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
+
+other changes:
+
+[core] Corrected issue on OSX with HighDPI display
+[core] Added flag to allow resizable window
+[core] Allow no default font loading
+[core] Corrected old issue with mouse buttons on web
+[core] Improved gamepad support, unified across platforms
+[core] Gamepad id functionality: GetGamepadName(), IsGamepadName()
+[core] Gamepad buttons/axis checking functionality:
+[core] Reviewed Android key inputs system, unified with desktop
+[rlgl] Redesigned lighting shader system
+[rlgl] Updated standard shader for better performance
+[rlgl] Support alpha on framebuffer: rlglLoadRenderTexture()
+[rlgl] Reviewed UpdateVrTracking() to update camera
+[rlgl] Added IsVrSimulator() to check for VR simulator
+[shapes] Corrected issue on DrawPolyEx()
+[textures] Simplified supported image formats support
+[textures] Improved text drawing within an image: ImageDrawText()
+[textures] Support image alpha mixing: ImageAlphaMask()
+[textures] Support textures filtering: SetTextureFilter()
+[textures] Support textures wrap modes: SetTextureWrap()
+[text] Improved TTF spritefont generation: LoadSpriteFontTTF()
+[text] Improved AngelCode fonts support (unordered chars)
+[text] Added TraceLog info on image spritefont loading
+[text] Improved text measurement: MeasureTextEx()
+[models] Improved OBJ loading flexibility
+[models] Reviewed functions: DrawLine3D(), DrawCircle3D()
+[models] Removed function: ResolveCollisionCubicmap()
+[camera] Redesigned camera system and ported to header-only
+[camera] Removed function: UpdateCameraPlayer()
+[gestures] Redesigned gestures module to header-only
+[audio] Simplified Music loading and playing system
+[audio] Added trace on audio device closing
+[audio] Reviewed Wave struct, improved flexibility
+[audio] Support sound data update: UpdateSound()
+[audio] Added support for FLAC audio loading/streaming
+[raygui] Removed raygui from raylib repo (moved to own repo)
+[build] Added OpenAL static library
+[build] Added Visual Studio 2015 projects
+[build] Support shared/dynamic raylib compilation
+[*] Updated LibOVR to SDK version 1.8
+[*] Updated games to latest raylib version
+[*] Improved examples and added new ones
+[*] Improved Android support
+
+-----------------------------------------------
+Release:     raylib 1.5.0 (18 July 2016)
+-----------------------------------------------
+NOTE:
+  Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
+  lots of bugs have been solved and some **AMAZING** new features have been added.
+
+HUGE changes:
+[rlgl] OCULUS RIFT CV1: Added support for VR, not oly Oculus Rift CV1 but also stereo rendering simulator (multiplatform).
+[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
+[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot.
+[physac] REDESIGNED: Improved performance and simplified usage, physic objects now are managed internally in a second thread!
+[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels supported.
+
+other changes:
+
+[core] Review Android button inputs
+[core] Support Android internal data storage
+[core] Renamed WorldToScreen() to GetWorldToScreen()
+[core] Removed function SetCustomCursor()
+[core] Removed functions BeginDrawingEx(), BeginDrawingPro()
+[core] Replaced functions InitDisplay() + InitGraphics() with: InitGraphicsDevice()
+[core] Added support for field-of-view Y (fovy) on 3d Camera
+[core] Added 2D camera mode functions: Begin2dMode() - End2dMode()
+[core] Translate mouse inputs to Android touch/gestures internally
+[core] Translate mouse inputs as touch inputs in HTML5
+[core] Improved function GetKeyPressed() to support multiple keys (including function keys)
+[core] Improved gamepad support, specially for RaspberryPi (including multiple gamepads support)
+[rlgl] Support stereo rendering simulation (duplicate draw calls by viewport, optimized)
+[rlgl] Added distortion shader (embeded) to support custom VR simulator: shader_distortion.h
+[rlgl] Added support for OpenGL 2.1 on desktop
+[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
+[rlgl] Improved DXT-ETC1 support on HTML5
+[rlgl] Review function: rlglUnproject()
+[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit()
+[rlgl] Updated Mesh and Shader structs
+[rlgl] Simplified internal (default) dynamic buffers
+[rlgl] Added support for indexed and dynamic mesh data
+[rlgl] Set fixed vertex attribs location points
+[rlgl] Improved mesh data loading support
+[rlgl] Added standard shader (embeded) to support materials and lighting: shader_standard.h
+[rlgl] Added light functions: CreateLight(), DestroyLight()
+[rlgl] Added wire mode functions: rlDisableWireMode(), rlEnableWireMode()
+[rlgl] Review function consistency, added: rlglLoadMesh(), rlglUpdateMesh(), rlglDrawMesh(), rlglUnloadMesh()
+[rlgl] Replaced SetCustomShader() by: BeginShaderMode() - EndShaderMode()
+[rlgl] Replaced SetBlendMode() by: BeginBlendMode() - EndBlendMode()
+[rlgl] Added functions to customize internal matrices: SetMatrixProjection(), SetMatrixModelview()
+[rlgl] Unified internal shaders to only one default shader
+[rlgl] Added support for render to texture (RenderTexture2D):
+          LoadRenderTexture() - UnloadRenderTexture()
+          BeginTextureMode() - EndTextureMode()
+[rlgl] Removed SetShaderMap*() functions
+[rlgl] Redesigned default buffers usage functions:
+          LoadDefaultBuffers() - UnloadDefaultBuffers()
+          UpdateDefaultBuffers() - DrawDefaultBuffers()
+[shapes] Corrected bug on GetCollisionRec()
+[textures] Added support for Nearest-Neighbor image scaling
+[textures] Added functions to draw text on image: ImageDrawText(), ImageDrawTextEx()
+[text] Reorganized internal functions: Added LoadImageFont()
+[text] Security check for unsupported BMFonts
+[models] Split mesh creation from model loading on heightmap and cubicmap
+[models] Updated BoundingBox collision detections
+[models] Added color parameter to DrawBoundigBox()
+[models] Removed function: DrawQuad()
+[models] Removed function: SetModelTexture()
+[models] Redesigned DrawPlane() to use RL_TRIANGLES
+[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
+[models] Redesign to accomodate new materials system: LoadMaterial()
+[models] Added material functions: LoadDefaultMaterial(), LoadStandardMaterial()
+[models] Added MTL material loading support: LoadMTL()
+[models] Added function: DrawLight()
+[audio] Renamed SoundIsPlaying() to IsSoundPlaying()
+[audio] Renamed MusicIsPlaying() to IsMusicPlaying()
+[audio] Support multiple Music streams (indexed)
+[audio] Support multiple mixing channels
+[gestures] Improved and reviewed gestures system
+[raymath] Added QuaternionInvert()
+[raymath] Removed function: PrintMatrix()
+[raygui] Ported to header-only library (https://github.com/raysan5/raygui)
+[shaders] Added depth drawing shader (requires a depth texture)
+[shaders] Reviewed included shaders and added comments
+[OpenAL Soft] Updated to latest version (1.17.2)
+[GLFW3] Updated to latest version (3.2)
+[stb] Updated to latest headers versions
+[GLAD] Converted to header only library and simplified to only used extensions
+[*] Reorganize library folders: external libs moved to src/external folder
+[*] Reorganize src folder for Android library
+[*] Review external dependencies usage
+[*] Improved Linux and OSX build systems
+[*] Lots of tweaks and bugs corrected all around
+
+-----------------------------------------------
+Release:     raylib 1.4.0 (22 February 2016)
+-----------------------------------------------
+NOTE:
+  This version supposed another big improvement for raylib, including new modules and new features.
+  More than 30 new functions have been added to previous raylib version.
+  Around 8 new examples and +10 new game samples have been added.
+
+BIG changes:
+[textures] IMAGE MANIPULATION: Functions to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
+[text] SPRITEFONT SUPPORT: Added support for AngelCode fonts (.fnt) and TrueType fonts (.ttf).
+[gestures] REDESIGN: Gestures system simplified and prepared to process generic touch events, including mouse events (multiplatform).
+[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects.
+
+other changes:
+
+[rlgl] Removed GLEW library dependency, now using GLAD
+[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES
+[rlgl] Using depth data on batch drawing
+[rlgl] Reviewed glReadPixels() function
+[core][rlgl] Reviewed raycast system, now 3D picking works
+[core] Android: Reviewed Android App cycle, paused if inactive
+[shaders] Implemented Blinn-Phong lighting shading model
+[textures] Implemented Floyd-Steinberg dithering - ImageDither()
+[text] Added line-break support to DrawText()
+[text] Added TrueType Fonts support (using stb_truetype)
+[models] Implement function: CalculateBoundingBox(Mesh mesh)
+[models] Added functions to check Ray collisions
+[models] Improve map resolution control on LoadHeightmap()
+[camera] Corrected small-glitch on zoom-in with mouse-wheel
+[gestures] Implemented SetGesturesEnabled() to enable only some gestures
+[gestures] Implemented GetElapsedTime() on Windows system
+[gestures] Support mouse gestures for desktop platforms
+[raymath] Complete review of the module and converted to header-only
+[easings] Added new module for easing animations
+[stb] Updated to latest headers versions
+[*] Lots of tweaks around
+
+-----------------------------------------------
+Release:     raylib 1.3.0 (01 September 2015)
+-----------------------------------------------
+NOTE:
+  This version supposed a big boost for raylib, new modules have been added with lots of features.
+  Most of the modules have been completely reviewed to accomodate to the new features.
+  Over 50 new functions have been added to previous raylib version.
+  Most of the examples have been redone and +10 new advanced examples have been added.
+
+BIG changes:
+[rlgl] SHADERS: Support for model shaders and postprocessing shaders (multiple functions)
+[textures] FORMATS: Support for multiple internal formats, including compressed formats
+[camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person
+[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
+[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental)
+
+other changes:
+
+[rlgl] Added check for OpenGL supported extensions
+[rlgl] Added function SetBlenMode() to select some predefined blending modes
+[core] Added support for drop&drag of external files into running program
+[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden()
+[core] Renamed function SetFlags() to SetConfigFlags()
+[shapes] Simplified some functions to improve performance
+[textures] Review of Image struct to support multiple data formats
+[textures] Added function LoadImageEx()
+[textures] Added function LoadImageRaw()
+[textures] Added function LoadTextureEx()
+[textures] Simplified function parameters LoadTextureFromImage()
+[textures] Added function GetImageData()
+[textures] Added function GetTextureData()
+[textures] Renamed function ConvertToPOT() to ImageConvertToPOT()
+[textures] Added function ImageConvertFormat()
+[textures] Added function GenTextureMipmaps()
+[text] Added support for Latin-1 Extended characters for default font
+[text] Redesigned SpriteFont struct, replaced Character struct by Rectangle
+[text] Removed function GetFontBaseSize(), use directly spriteFont.size
+[models] Review of struct: Model (added shaders support)
+[models] Added 3d collision functions (sphere vs sphere vs box vs box)
+[models] Added function DrawCubeTexture()
+[models] Added function DrawQuad()
+[models] Added function DrawRay()
+[models] Simplified function DrawPlane()
+[models] Removed function DrawPlaneEx()
+[models] Simplified function DrawGizmo()
+[models] Removed function DrawGizmoEx()
+[models] Added function LoadModelEx()
+[models] Review of function LoadCubicMap()
+[models] Added function ResolveCollisionCubicmap()
+[audio] Decopupled from raylib, now this module can be used as standalone
+[audio] Added function UpdateMusicStream()
+[raymath] Complete review of the module
+[stb] Updated to latest headers versions
+[*] Lots of tweaks around
+
+-----------------------------------------------
+Release:     raylib 1.2.2 (31 December 2014)
+-----------------------------------------------
+[*] Added support for HTML5 compiling (emscripten, asm.js)
+[core] Corrected bug on input handling (keyboard and mouse)
+[textures] Renamed function CreateTexture() to LoadTextureFromImage()
+[textures] Added function ConvertToPOT()
+[rlgl] Added support for color tint on models on GL 3.3+ and ES2
+[rlgl] Added support for normals on models
+[models] Corrected bug on DrawBillboard()
+[models] Corrected bug on DrawHeightmap()
+[models] Renamed LoadCubesmap() to LoadCubicmap()
+[audio] Added function LoadSoundFromWave()
+[makefile] Added support for Linux and OSX compiling
+[stb] Updated to latest headers versions
+[*] Lots of tweaks around
+
+---------------------------------------------------------------
+Update:     raylib 1.2.1 (17 October 2014) (Small Fixes Update)
+---------------------------------------------------------------
+[core] Added function SetupFlags() to preconfigure raylib Window
+[core] Corrected bug on fullscreen mode
+[rlgl] rlglDrawmodel() - Added rotation on Y axis
+[text] MeasureTextEx() - Corrected bug on measures for default font
+
+-----------------------------------------------
+Release:     raylib 1.2 (16 September 2014)
+-----------------------------------------------
+NOTE:
+  This version supposed a complete redesign of the [core] module to support Android and Raspberry Pi.
+  Multiples modules have also been tweaked to accomodate to the new platforms, specially [rlgl]
+
+[core] Added multiple platforms support: Android and Raspberry Pi
+[core] InitWindow() - Complete rewrite and split for Android
+[core] InitDisplay() - Internal function added to calculate proper display size
+[core] InitGraphics() - Internal function where OpenGL graphics are initialized
+[core] Complete refactoring of input functions to accomodate to new platforms
+[core] Mouse and Keyboard raw data reading functions added for Raspberry Pi
+[core] GetTouchX(), GetTouchY() - Added for Android
+[core] Added Android callbacks to process inputs and Android activity commands
+[rlgl] Adjusted buffers depending on platform
+[rlgl] Added security check in case deployed vertex excess buffer size
+[rlgl] Adjusted indices type depending on GL version (int or short)
+[rlgl] Fallback to VBOs only usage if VAOs not supported on ES2
+[rlgl] rlglLoadModel() stores vbo ids on new Model struct
+[textures] Added support for PKM files (ETC1, ETC2 compression support)
+[shapes] DrawRectangleV() - Modified, depending on OGL version uses TRIANGLES or QUADS
+[text] LoadSpriteFont() - Modified to use LoadImage()
+[models] Minor changes on models loading to accomodate to new Model struct
+[audio] PauseMusicStream(), ResumeMusicStream() - Added
+[audio] Reduced music buffer size to avoid stalls on Raspberry Pi
+[src] Added makefile for Windows and RPI
+[src] Added resources file (raylib icon and executable info)
+[examples] Added makefile for Windows and RPI
+[examples] Renamed and merged with test examples for coherence with module names
+[templates] Added multiple templates to be use as a base-code for games
+
+-----------------------------------------------
+Release:     raylib 1.1.1 (22 July 2014)
+-----------------------------------------------
+[core] ShowLogo() - To enable raylib logo animation at startup
+[core] Corrected bug with window resizing
+[rlgl] Redefined colors arrays to use byte instead of float
+[rlgl] Removed double buffer system (no performance improvement)
+[rlgl] rlglDraw() - Reorganized buffers drawing order
+[rlgl] Corrected bug on screen resizing
+[shapes] DrawRectangle() - Use QUADS instead of TRIANGLES
+[models] DrawSphereWires() - Corrected some issues
+[models] LoadOBJ() - Redesigned to support multiple meshes
+[models] LoadCubesMap() - Loading a map as cubes (by pixel color)
+[textures] Added security check if file doesn't exist
+[text] Corrected bug on SpriteFont loading
+[examples] Corrected some 3d examples
+[test] Added cubesmap loading test
+
+-----------------------------------------------
+Release:     raylib 1.1.0 (19 April 2014)
+-----------------------------------------------
+NOTE:
+  This version supposed a complete internal redesign of the library to support OpenGL 3.3+ and OpenGL ES 2.0.
+  New module [rlgl] has been added to 'translate' immediate mode style functions (i.e. rlVertex3f()) to GL 1.1, 3.3+ or ES2.
+  Another new module [raymath] has also been added with lot of useful 3D math vector-matrix-quaternion functions.
+
+[rlgl] New module, abstracts OpenGL rendering (multiple versions support)
+[raymath] New module, useful 3D math vector-matrix-quaternion functions
+[core] Adapt all OpenGL code (initialization, drawing) to use [rlgl]
+[shapes] Rewrite all shapes drawing functions to use [rlgl]
+[textures] Adapt texture GPU loading to use [rlgl]
+[textures] Added support for DDS images (compressed and uncompressed)
+[textures] CreateTexture() - Redesigned to add mipmap automatic generation
+[textures] DrawTexturePro() - Redesigned and corrected bugs
+[models] Rewrite all 3d-shapes drawing functions to use [rlgl]
+[models] Adapt model loading and drawing to use [rlgl]
+[models] Model struct updated to include texture id
+[models] SetModelTexture() - Added, link a texture to a model
+[models] DrawModelEx() - Redesigned with extended parameters
+[audio] Added music streaming support (OGG files)
+[audio] Added support for OGG files as Sound
+[audio] PlayMusicStream() - Added, open a new music stream and play it
+[audio] StopMusicStream() - Added, stop music stream playing and close stream
+[audio] PauseMusicStream() - Added, pause music stream playing
+[audio] MusicIsPlaying() - Added, to check if music is playing
+[audio] SetMusicVolume() - Added, set volume for music
+[audio] GetMusicTimeLength() - Added, get current music time length (in seconds)
+[audio] GetMusicTimePlayed() - Added, get current music time played (in seconds)
+[utils] Added log tracing functionality - TraceLog(), TraceLogOpen(), TraceLogClose()
+[*] Log tracing messages all around the code
+
+-----------------------------------------------
+Release:     raylib 1.0.6 (16 March 2014)
+-----------------------------------------------
+[core] Removed unused lighting-system code
+[core] Removed SetPerspective() function, calculated directly
+[core] Unload and reload default font on fullscreen toggle
+[core] Corrected bug gamepad buttons checking if no gamepad available
+[texture] DrawTextureV() - Added, to draw using Vector2 for position
+[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture()
+[text] FormatText() - Corrected memory leak bug
+[models] Added Matrix struct and related functions
+[models] DrawBillboard() - Reviewed, now it works!
+[models] DrawBillboardRec() - Reviewed, now it works!
+[tests] Added folder with multiple tests for new functions
+
+-----------------------------------------------
+Update:     raylib 1.0.5 (28 January 2014)
+-----------------------------------------------
+[audio] LoadSound() - Corrected a bug, WAV file was not closed!
+[core] GetMouseWheelMove() - Added, check mouse wheel Y movement
+[texture] CreateTexture2D() renamed to CreateTexture()
+[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model
+[tool] rREM updated, now supports (partially) drag and drop of files
+
+-----------------------------------------------
+Release:     raylib 1.0.4 (23 January 2014)
+-----------------------------------------------
+[tool] Published a first alpha version of rREM tool (raylib Resource Embedder)
+[core] GetRandomValue() - Bug corrected, now works right
+[core] Fade() - Added, fades a color to an alpha percentadge
+[core] WriteBitmap() - Moved to new module: utils.c, not used anymore
+[core] TakeScreenshot() - Now uses WritePNG() (utils.c)
+[utils] New module created with utility functions
+[utils] WritePNG() - Write a PNG file (used by TakeScreenshot() on core)
+[utils] DecompressData() - Added, used for rRES resource data decompresion
+[textures] LoadImageFromRES() - Added, load an image from a rRES resource file
+[textures] LoadTextureFromRES() - Added, load a texture from a rRES resource file
+[audio] LoadSoundFromRES() - Added, load a sound from a rRES resource file
+[audio] IsPlaying() - Added, check if a sound is currently playing
+[audio] SetVolume() - Added, set the volume for a sound
+[audio] SetPitch() - Added, set the pitch for a sound
+[examples] ex06a_color_select completed
+[examples] ex06b_logo_anim completed
+[examples] ex06c_font select completed
+
+-----------------------------------------------
+Release:     raylib 1.0.3 (19 December 2013)
+-----------------------------------------------
+[fonts] Added 8 rBMF free fonts to be used on projects!
+[text] LoadSpriteFont() - Now supports rBMF file loading (raylib Bitmap Font)
+[examples] ex05a_sprite_fonts completed
+[examples] ex05b_rbmf_fonts completed
+[core] InitWindowEx() - InitWindow with extended parameters, resizing option and custom cursor!
+[core] GetRandomValue() - Added, returns a random value within a range (int)
+[core] SetExitKey() - Added, sets a key to exit program (default is ESC)
+[core] Custom cursor not drawn when mouse out of screen
+[shapes] CheckCollisionPointRec() - Added, check collision between point and rectangle
+[shapes] CheckCollisionPointCircle() - Added, check collision between point and circle
+[shapes] CheckCollisionPointTriangle() - Added, check collision between point and triangle
+[shapes] DrawPoly() - Added, draw regular polygons of n sides, rotation can be defined!
+
+-----------------------------------------------
+Release:     raylib 1.0.2 (1 December 2013)
+-----------------------------------------------
+[text] GetDefaultFont() - Added, get default SpriteFont to be used on DrawTextEx()
+[shapes] CheckCollisionRecs() - Added, check collision between rectangles
+[shapes] CheckCollisionCircles() - Added, check collision between circles
+[shapes] CheckCollisionCircleRec() - Added, check collision circle-rectangle
+[shapes] GetCollisionRec() - Added, get collision rectangle
+[textures] CreateTexture2D() - Added, create Texture2D from Image data
+[audio] Fixed WAV loading function, now audio works!
+
+-----------------------------------------------
+Update:     raylib 1.0.1 (28 November 2013)
+-----------------------------------------------
+[text] DrawText() - Removed spacing parameter
+[text] MeasureText() - Removed spacing parameter
+[text] DrawFps() - Renamed to DrawFPS() for coherence with similar function
+[core] IsKeyPressed() - Change functionality, check if key pressed once
+[core] IsKeyDown() - Added, check if key is being pressed
+[core] IsKeyReleased() - Change functionality, check if key released once
+[core] IsKeyUp() - Added, check if key is being NOT pressed
+[core] IsMouseButtonDown() - Added, check if mouse button is being pressed
+[core] IsMouseButtonPressed() - Change functionality, check if mouse button pressed once
+[core] IsMouseButtonUp() - Added, check if mouse button is NOT being pressed
+[core] IsMouseButtonReleased() - Change functionality, check if mouse button released once
+[textures] DrawTexturePro() - Added, texture drawing with 'pro' parameters
+[examples] Function changes applied to ALL examples
+
+-----------------------------------------------
+Release:    raylib 1.0.0 (18 November 2013)
+-----------------------------------------------
+* Initial version
+* 6 Modules provided:
+    - core:     basic window/context creation functions, input management, timing functions
+    - shapes:   basic shapes drawing functions
+    - textures: image data loading and conversion to OpenGL textures
+    - text:     text drawing, sprite fonts loading, default font loading
+    - models:   basic 3d shapes drawing, OBJ models loading and drawing
+    - audio:    audio device initialization, WAV files loading and playing
diff --git /dev/null b/vendor/raylib-5.5_linux_amd64/LICENSE
@@ -0,0 +1,16 @@
+Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
+
+This software is provided "as-is", without any express or implied warranty. In no event 
+will the authors be held liable for any damages arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose, including commercial 
+applications, and to alter it and redistribute it freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not claim that you 
+  wrote the original software. If you use this software in a product, an acknowledgment 
+  in the product documentation would be appreciated but is not required.
+
+  2. Altered source versions must be plainly marked as such, and must not be misrepresented
+  as being the original software.
+
+  3. This notice may not be removed or altered from any source distribution.
diff --git /dev/null b/vendor/raylib-5.5_linux_amd64/README.md
@@ -0,0 +1,150 @@
+<img align="left" style="width:260px" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_logo_animation.gif" width="288px">
+
+**raylib is a simple and easy-to-use library to enjoy videogames programming.**
+
+raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's especially well suited for prototyping, tooling, graphical applications, embedded systems and education.
+
+*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
+
+Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
+
+---
+
+<br>
+
+[![GitHub Releases Downloads](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
+[![GitHub Stars](https://img.shields.io/github/stars/raysan5/raylib?style=flat&label=stars)](https://github.com/raysan5/raylib/stargazers)
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+[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
+
+[![Discord Members](https://img.shields.io/discord/426912293134270465.svg?label=Discord&logo=discord)](https://discord.gg/raylib)
+[![Reddit Static Badge](https://img.shields.io/badge/-r%2Fraylib-red?style=flat&logo=reddit&label=reddit)](https://www.reddit.com/r/raylib/)
+[![Youtube Subscribers](https://img.shields.io/youtube/channel/subscribers/UC8WIBkhYb5sBNqXO1mZ7WSQ?style=flat&label=Youtube&logo=youtube)](https://www.youtube.com/c/raylib)
+[![Twitch Status](https://img.shields.io/twitch/status/raysan5?style=flat&label=Twitch&logo=twitch)](https://www.twitch.tv/raysan5)
+
+[![Windows](https://github.com/raysan5/raylib/workflows/Windows/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
+[![Linux](https://github.com/raysan5/raylib/workflows/Linux/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
+[![macOS](https://github.com/raysan5/raylib/workflows/macOS/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS)
+[![WebAssembly](https://github.com/raysan5/raylib/workflows/WebAssembly/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
+
+[![CMakeBuilds](https://github.com/raysan5/raylib/workflows/CMakeBuilds/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds)
+[![Windows Examples](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml)
+[![Linux Examples](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml/badge.svg)](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml)
+
+features
+--------
+  - **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external)
+  - Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
+  - Written in plain C code (C99) using PascalCase/camelCase notation
+  - Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0**)
+  - **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
+  - Multiple **Fonts** formats supported (TTF, OTF, FNT, BDF, sprite fonts)
+  - Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
+  - **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more! 
+  - Flexible Materials system, supporting classic maps and **PBR maps**
+  - **Animated 3D models** supported (skeletal bones animation) (IQM, M3D, glTF)
+  - Shaders support, including model shaders and **postprocessing** shaders
+  - **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
+  - Audio loading and playing with streaming support (WAV, QOA, OGG, MP3, FLAC, XM, MOD)
+  - **VR stereo rendering** support with configurable HMD device parameters
+  - Huge examples collection with [+140 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
+  - Bindings to [+70 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
+  - **Free and open source**
+
+basic example
+--------------
+This is a basic raylib example, it creates a window and draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).
+```c
+#include "raylib.h"
+
+int main(void)
+{
+    InitWindow(800, 450, "raylib [core] example - basic window");
+
+    while (!WindowShouldClose())
+    {
+        BeginDrawing();
+            ClearBackground(RAYWHITE);
+            DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+        EndDrawing();
+    }
+
+    CloseWindow();
+
+    return 0;
+}
+```
+
+build and installation
+----------------------
+
+raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
+
+raylib is also available via multiple package managers on multiple OS distributions.
+
+#### Installing and building raylib on multiple platforms
+
+[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
+
+ - [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows)
+ - [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS)
+ - [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux)
+ - [Working on Chrome OS](https://github.com/raysan5/raylib/wiki/Working-on-Chrome-OS)
+ - [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD)
+ - [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
+ - [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
+ - [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
+ - [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
+
+*Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.*
+
+#### Setup raylib with multiple IDEs
+
+raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](https://www.mingw-w64.org/) compiler but it can be used with other IDEs on multiple platforms.
+
+[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
+
+*Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.*
+
+learning and docs
+------------------
+
+raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works. 
+
+Some additional documentation about raylib design can be found in [raylib GitHub Wiki](https://github.com/raysan5/raylib/wiki). Here are the relevant links:
+
+ - [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
+ - [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
+ - [raylib library design](https://github.com/raysan5/raylib/wiki)
+ - [raylib examples collection](https://github.com/raysan5/raylib/tree/master/examples)
+ - [raylib games collection](https://github.com/raysan5/raylib-games)
+
+
+contact and networks
+---------------------
+
+raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :)
+
+ - Webpage: [https://www.raylib.com](https://www.raylib.com)
+ - Discord: [https://discord.gg/raylib](https://discord.gg/raylib)
+ - Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5)
+ - Twitch:  [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5)
+ - Reddit:  [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
+ - Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
+ - YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib)
+
+contributors
+------------
+
+<a href="https://github.com/raysan5/raylib/graphs/contributors">
+  <img src="https://contrib.rocks/image?repo=raysan5/raylib&max=500&columns=20&anon=1" />
+</a>
+
+license
+-------
+
+raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details.
+
+raylib uses internally some libraries for window/graphics/inputs management and also to support different file formats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on [raylib Wiki](https://github.com/raysan5/raylib/wiki) for details.
diff --git /dev/null b/vendor/raylib-5.5_linux_amd64/include/raylib.h
@@ -0,0 +1,1708 @@
+/**********************************************************************************************
+*
+*   raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+*   FEATURES:
+*       - NO external dependencies, all required libraries included with raylib
+*       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
+*                        MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+*       - Written in plain C code (C99) in PascalCase/camelCase notation
+*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
+*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+*       - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
+*       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+*       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+*       - Flexible Materials system, supporting classic maps and PBR maps
+*       - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
+*       - Shaders support, including Model shaders and Postprocessing shaders
+*       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+*       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
+*       - VR stereo rendering with configurable HMD device parameters
+*       - Bindings to multiple programming languages available!
+*
+*   NOTES:
+*       - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
+*       - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
+*       - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
+*       - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
+*
+*   DEPENDENCIES (included):
+*       [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
+*       [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
+*       [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
+*       [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
+*
+*   OPTIONAL DEPENDENCIES (included):
+*       [rcore] msf_gif (Miles Fogle) for GIF recording
+*       [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
+*       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
+*       [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
+*       [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
+*       [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+*       [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
+*       [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
+*       [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
+*       [rtext] stb_truetype (Sean Barret) for ttf fonts loading
+*       [rtext] stb_rect_pack (Sean Barret) for rectangles packing
+*       [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
+*       [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+*       [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
+*       [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+*       [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
+*       [raudio] dr_wav (David Reid) for WAV audio file loading
+*       [raudio] dr_flac (David Reid) for FLAC audio file loading
+*       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+*       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+*       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+*       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*       [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+*   BSD-like license that allows static linking with closed source software:
+*
+*   Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+#include <stdarg.h>     // Required for: va_list - Only used by TraceLogCallback
+
+#define RAYLIB_VERSION_MAJOR 5
+#define RAYLIB_VERSION_MINOR 5
+#define RAYLIB_VERSION_PATCH 0
+#define RAYLIB_VERSION  "5.5"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32)
+    #if defined(__TINYC__)
+        #define __declspec(x) __attribute__((x))
+    #endif
+    #if defined(BUILD_LIBTYPE_SHARED)
+        #define RLAPI __declspec(dllexport)     // We are building the library as a Win32 shared library (.dll)
+    #elif defined(USE_LIBTYPE_SHARED)
+        #define RLAPI __declspec(dllimport)     // We are using the library as a Win32 shared library (.dll)
+    #endif
+#else
+    #if defined(BUILD_LIBTYPE_SHARED)
+        #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
+    #endif
+#endif
+
+#ifndef RLAPI
+    #define RLAPI       // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+    #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+    #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+    #define RAD2DEG (180.0f/PI)
+#endif
+
+// Allow custom memory allocators
+// NOTE: Require recompiling raylib sources
+#ifndef RL_MALLOC
+    #define RL_MALLOC(sz)       malloc(sz)
+#endif
+#ifndef RL_CALLOC
+    #define RL_CALLOC(n,sz)     calloc(n,sz)
+#endif
+#ifndef RL_REALLOC
+    #define RL_REALLOC(ptr,sz)  realloc(ptr,sz)
+#endif
+#ifndef RL_FREE
+    #define RL_FREE(ptr)        free(ptr)
+#endif
+
+// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized with { }
+// This is called aggregate initialization (C++11 feature)
+#if defined(__cplusplus)
+    #define CLITERAL(type)      type
+#else
+    #define CLITERAL(type)      (type)
+#endif
+
+// Some compilers (mostly macos clang) default to C++98,
+// where aggregate initialization can't be used
+// So, give a more clear error stating how to fix this
+#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
+    #error "C++11 or later is required. Add -std=c++11"
+#endif
+
+// NOTE: We set some defines with some data types declared by raylib
+// Other modules (raymath, rlgl) also require some of those types, so,
+// to be able to use those other modules as standalone (not depending on raylib)
+// this defines are very useful for internal check and avoid type (re)definitions
+#define RL_COLOR_TYPE
+#define RL_RECTANGLE_TYPE
+#define RL_VECTOR2_TYPE
+#define RL_VECTOR3_TYPE
+#define RL_VECTOR4_TYPE
+#define RL_QUATERNION_TYPE
+#define RL_MATRIX_TYPE
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY  CLITERAL(Color){ 200, 200, 200, 255 }   // Light Gray
+#define GRAY       CLITERAL(Color){ 130, 130, 130, 255 }   // Gray
+#define DARKGRAY   CLITERAL(Color){ 80, 80, 80, 255 }      // Dark Gray
+#define YELLOW     CLITERAL(Color){ 253, 249, 0, 255 }     // Yellow
+#define GOLD       CLITERAL(Color){ 255, 203, 0, 255 }     // Gold
+#define ORANGE     CLITERAL(Color){ 255, 161, 0, 255 }     // Orange
+#define PINK       CLITERAL(Color){ 255, 109, 194, 255 }   // Pink
+#define RED        CLITERAL(Color){ 230, 41, 55, 255 }     // Red
+#define MAROON     CLITERAL(Color){ 190, 33, 55, 255 }     // Maroon
+#define GREEN      CLITERAL(Color){ 0, 228, 48, 255 }      // Green
+#define LIME       CLITERAL(Color){ 0, 158, 47, 255 }      // Lime
+#define DARKGREEN  CLITERAL(Color){ 0, 117, 44, 255 }      // Dark Green
+#define SKYBLUE    CLITERAL(Color){ 102, 191, 255, 255 }   // Sky Blue
+#define BLUE       CLITERAL(Color){ 0, 121, 241, 255 }     // Blue
+#define DARKBLUE   CLITERAL(Color){ 0, 82, 172, 255 }      // Dark Blue
+#define PURPLE     CLITERAL(Color){ 200, 122, 255, 255 }   // Purple
+#define VIOLET     CLITERAL(Color){ 135, 60, 190, 255 }    // Violet
+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 }    // Dark Purple
+#define BEIGE      CLITERAL(Color){ 211, 176, 131, 255 }   // Beige
+#define BROWN      CLITERAL(Color){ 127, 106, 79, 255 }    // Brown
+#define DARKBROWN  CLITERAL(Color){ 76, 63, 47, 255 }      // Dark Brown
+
+#define WHITE      CLITERAL(Color){ 255, 255, 255, 255 }   // White
+#define BLACK      CLITERAL(Color){ 0, 0, 0, 255 }         // Black
+#define BLANK      CLITERAL(Color){ 0, 0, 0, 0 }           // Blank (Transparent)
+#define MAGENTA    CLITERAL(Color){ 255, 0, 255, 255 }     // Magenta
+#define RAYWHITE   CLITERAL(Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+    #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+    typedef enum bool { false = 0, true = !false } bool;
+    #define RL_BOOL_TYPE
+#endif
+
+// Vector2, 2 components
+typedef struct Vector2 {
+    float x;                // Vector x component
+    float y;                // Vector y component
+} Vector2;
+
+// Vector3, 3 components
+typedef struct Vector3 {
+    float x;                // Vector x component
+    float y;                // Vector y component
+    float z;                // Vector z component
+} Vector3;
+
+// Vector4, 4 components
+typedef struct Vector4 {
+    float x;                // Vector x component
+    float y;                // Vector y component
+    float z;                // Vector z component
+    float w;                // Vector w component
+} Vector4;
+
+// Quaternion, 4 components (Vector4 alias)
+typedef Vector4 Quaternion;
+
+// Matrix, 4x4 components, column major, OpenGL style, right-handed
+typedef struct Matrix {
+    float m0, m4, m8, m12;  // Matrix first row (4 components)
+    float m1, m5, m9, m13;  // Matrix second row (4 components)
+    float m2, m6, m10, m14; // Matrix third row (4 components)
+    float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+
+// Color, 4 components, R8G8B8A8 (32bit)
+typedef struct Color {
+    unsigned char r;        // Color red value
+    unsigned char g;        // Color green value
+    unsigned char b;        // Color blue value
+    unsigned char a;        // Color alpha value
+} Color;
+
+// Rectangle, 4 components
+typedef struct Rectangle {
+    float x;                // Rectangle top-left corner position x
+    float y;                // Rectangle top-left corner position y
+    float width;            // Rectangle width
+    float height;           // Rectangle height
+} Rectangle;
+
+// Image, pixel data stored in CPU memory (RAM)
+typedef struct Image {
+    void *data;             // Image raw data
+    int width;              // Image base width
+    int height;             // Image base height
+    int mipmaps;            // Mipmap levels, 1 by default
+    int format;             // Data format (PixelFormat type)
+} Image;
+
+// Texture, tex data stored in GPU memory (VRAM)
+typedef struct Texture {
+    unsigned int id;        // OpenGL texture id
+    int width;              // Texture base width
+    int height;             // Texture base height
+    int mipmaps;            // Mipmap levels, 1 by default
+    int format;             // Data format (PixelFormat type)
+} Texture;
+
+// Texture2D, same as Texture
+typedef Texture Texture2D;
+
+// TextureCubemap, same as Texture
+typedef Texture TextureCubemap;
+
+// RenderTexture, fbo for texture rendering
+typedef struct RenderTexture {
+    unsigned int id;        // OpenGL framebuffer object id
+    Texture texture;        // Color buffer attachment texture
+    Texture depth;          // Depth buffer attachment texture
+} RenderTexture;
+
+// RenderTexture2D, same as RenderTexture
+typedef RenderTexture RenderTexture2D;
+
+// NPatchInfo, n-patch layout info
+typedef struct NPatchInfo {
+    Rectangle source;       // Texture source rectangle
+    int left;               // Left border offset
+    int top;                // Top border offset
+    int right;              // Right border offset
+    int bottom;             // Bottom border offset
+    int layout;             // Layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// GlyphInfo, font characters glyphs info
+typedef struct GlyphInfo {
+    int value;              // Character value (Unicode)
+    int offsetX;            // Character offset X when drawing
+    int offsetY;            // Character offset Y when drawing
+    int advanceX;           // Character advance position X
+    Image image;            // Character image data
+} GlyphInfo;
+
+// Font, font texture and GlyphInfo array data
+typedef struct Font {
+    int baseSize;           // Base size (default chars height)
+    int glyphCount;         // Number of glyph characters
+    int glyphPadding;       // Padding around the glyph characters
+    Texture2D texture;      // Texture atlas containing the glyphs
+    Rectangle *recs;        // Rectangles in texture for the glyphs
+    GlyphInfo *glyphs;      // Glyphs info data
+} Font;
+
+// Camera, defines position/orientation in 3d space
+typedef struct Camera3D {
+    Vector3 position;       // Camera position
+    Vector3 target;         // Camera target it looks-at
+    Vector3 up;             // Camera up vector (rotation over its axis)
+    float fovy;             // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
+    int projection;         // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera;    // Camera type fallback, defaults to Camera3D
+
+// Camera2D, defines position/orientation in 2d space
+typedef struct Camera2D {
+    Vector2 offset;         // Camera offset (displacement from target)
+    Vector2 target;         // Camera target (rotation and zoom origin)
+    float rotation;         // Camera rotation in degrees
+    float zoom;             // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Mesh, vertex data and vao/vbo
+typedef struct Mesh {
+    int vertexCount;        // Number of vertices stored in arrays
+    int triangleCount;      // Number of triangles stored (indexed or not)
+
+    // Vertex attributes data
+    float *vertices;        // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float *texcoords;       // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    float *texcoords2;      // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
+    float *normals;         // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+    float *tangents;        // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
+    unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+    unsigned short *indices;    // Vertex indices (in case vertex data comes indexed)
+
+    // Animation vertex data
+    float *animVertices;    // Animated vertex positions (after bones transformations)
+    float *animNormals;     // Animated normals (after bones transformations)
+    unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
+    float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
+    Matrix *boneMatrices;   // Bones animated transformation matrices
+    int boneCount;          // Number of bones
+
+    // OpenGL identifiers
+    unsigned int vaoId;     // OpenGL Vertex Array Object id
+    unsigned int *vboId;    // OpenGL Vertex Buffer Objects id (default vertex data)
+} Mesh;
+
+// Shader
+typedef struct Shader {
+    unsigned int id;        // Shader program id
+    int *locs;              // Shader locations array (RL_MAX_SHADER_LOCATIONS)
+} Shader;
+
+// MaterialMap
+typedef struct MaterialMap {
+    Texture2D texture;      // Material map texture
+    Color color;            // Material map color
+    float value;            // Material map value
+} MaterialMap;
+
+// Material, includes shader and maps
+typedef struct Material {
+    Shader shader;          // Material shader
+    MaterialMap *maps;      // Material maps array (MAX_MATERIAL_MAPS)
+    float params[4];        // Material generic parameters (if required)
+} Material;
+
+// Transform, vertex transformation data
+typedef struct Transform {
+    Vector3 translation;    // Translation
+    Quaternion rotation;    // Rotation
+    Vector3 scale;          // Scale
+} Transform;
+
+// Bone, skeletal animation bone
+typedef struct BoneInfo {
+    char name[32];          // Bone name
+    int parent;             // Bone parent
+} BoneInfo;
+
+// Model, meshes, materials and animation data
+typedef struct Model {
+    Matrix transform;       // Local transform matrix
+
+    int meshCount;          // Number of meshes
+    int materialCount;      // Number of materials
+    Mesh *meshes;           // Meshes array
+    Material *materials;    // Materials array
+    int *meshMaterial;      // Mesh material number
+
+    // Animation data
+    int boneCount;          // Number of bones
+    BoneInfo *bones;        // Bones information (skeleton)
+    Transform *bindPose;    // Bones base transformation (pose)
+} Model;
+
+// ModelAnimation
+typedef struct ModelAnimation {
+    int boneCount;          // Number of bones
+    int frameCount;         // Number of animation frames
+    BoneInfo *bones;        // Bones information (skeleton)
+    Transform **framePoses; // Poses array by frame
+    char name[32];          // Animation name
+} ModelAnimation;
+
+// Ray, ray for raycasting
+typedef struct Ray {
+    Vector3 position;       // Ray position (origin)
+    Vector3 direction;      // Ray direction (normalized)
+} Ray;
+
+// RayCollision, ray hit information
+typedef struct RayCollision {
+    bool hit;               // Did the ray hit something?
+    float distance;         // Distance to the nearest hit
+    Vector3 point;          // Point of the nearest hit
+    Vector3 normal;         // Surface normal of hit
+} RayCollision;
+
+// BoundingBox
+typedef struct BoundingBox {
+    Vector3 min;            // Minimum vertex box-corner
+    Vector3 max;            // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave, audio wave data
+typedef struct Wave {
+    unsigned int frameCount;    // Total number of frames (considering channels)
+    unsigned int sampleRate;    // Frequency (samples per second)
+    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;      // Number of channels (1-mono, 2-stereo, ...)
+    void *data;                 // Buffer data pointer
+} Wave;
+
+// Opaque structs declaration
+// NOTE: Actual structs are defined internally in raudio module
+typedef struct rAudioBuffer rAudioBuffer;
+typedef struct rAudioProcessor rAudioProcessor;
+
+// AudioStream, custom audio stream
+typedef struct AudioStream {
+    rAudioBuffer *buffer;       // Pointer to internal data used by the audio system
+    rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
+
+    unsigned int sampleRate;    // Frequency (samples per second)
+    unsigned int sampleSize;    // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+    unsigned int channels;      // Number of channels (1-mono, 2-stereo, ...)
+} AudioStream;
+
+// Sound
+typedef struct Sound {
+    AudioStream stream;         // Audio stream
+    unsigned int frameCount;    // Total number of frames (considering channels)
+} Sound;
+
+// Music, audio stream, anything longer than ~10 seconds should be streamed
+typedef struct Music {
+    AudioStream stream;         // Audio stream
+    unsigned int frameCount;    // Total number of frames (considering channels)
+    bool looping;               // Music looping enable
+
+    int ctxType;                // Type of music context (audio filetype)
+    void *ctxData;              // Audio context data, depends on type
+} Music;
+
+// VrDeviceInfo, Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+    int hResolution;                // Horizontal resolution in pixels
+    int vResolution;                // Vertical resolution in pixels
+    float hScreenSize;              // Horizontal size in meters
+    float vScreenSize;              // Vertical size in meters
+    float eyeToScreenDistance;      // Distance between eye and display in meters
+    float lensSeparationDistance;   // Lens separation distance in meters
+    float interpupillaryDistance;   // IPD (distance between pupils) in meters
+    float lensDistortionValues[4];  // Lens distortion constant parameters
+    float chromaAbCorrection[4];    // Chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VrStereoConfig, VR stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+    Matrix projection[2];           // VR projection matrices (per eye)
+    Matrix viewOffset[2];           // VR view offset matrices (per eye)
+    float leftLensCenter[2];        // VR left lens center
+    float rightLensCenter[2];       // VR right lens center
+    float leftScreenCenter[2];      // VR left screen center
+    float rightScreenCenter[2];     // VR right screen center
+    float scale[2];                 // VR distortion scale
+    float scaleIn[2];               // VR distortion scale in
+} VrStereoConfig;
+
+// File path list
+typedef struct FilePathList {
+    unsigned int capacity;          // Filepaths max entries
+    unsigned int count;             // Filepaths entries count
+    char **paths;                   // Filepaths entries
+} FilePathList;
+
+// Automation event
+typedef struct AutomationEvent {
+    unsigned int frame;             // Event frame
+    unsigned int type;              // Event type (AutomationEventType)
+    int params[4];                  // Event parameters (if required)
+} AutomationEvent;
+
+// Automation event list
+typedef struct AutomationEventList {
+    unsigned int capacity;          // Events max entries (MAX_AUTOMATION_EVENTS)
+    unsigned int count;             // Events entries count
+    AutomationEvent *events;        // Events entries
+} AutomationEventList;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System/Window config flags
+// NOTE: Every bit registers one state (use it with bit masks)
+// By default all flags are set to 0
+typedef enum {
+    FLAG_VSYNC_HINT         = 0x00000040,   // Set to try enabling V-Sync on GPU
+    FLAG_FULLSCREEN_MODE    = 0x00000002,   // Set to run program in fullscreen
+    FLAG_WINDOW_RESIZABLE   = 0x00000004,   // Set to allow resizable window
+    FLAG_WINDOW_UNDECORATED = 0x00000008,   // Set to disable window decoration (frame and buttons)
+    FLAG_WINDOW_HIDDEN      = 0x00000080,   // Set to hide window
+    FLAG_WINDOW_MINIMIZED   = 0x00000200,   // Set to minimize window (iconify)
+    FLAG_WINDOW_MAXIMIZED   = 0x00000400,   // Set to maximize window (expanded to monitor)
+    FLAG_WINDOW_UNFOCUSED   = 0x00000800,   // Set to window non focused
+    FLAG_WINDOW_TOPMOST     = 0x00001000,   // Set to window always on top
+    FLAG_WINDOW_ALWAYS_RUN  = 0x00000100,   // Set to allow windows running while minimized
+    FLAG_WINDOW_TRANSPARENT = 0x00000010,   // Set to allow transparent framebuffer
+    FLAG_WINDOW_HIGHDPI     = 0x00002000,   // Set to support HighDPI
+    FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
+    FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
+    FLAG_MSAA_4X_HINT       = 0x00000020,   // Set to try enabling MSAA 4X
+    FLAG_INTERLACED_HINT    = 0x00010000    // Set to try enabling interlaced video format (for V3D)
+} ConfigFlags;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+    LOG_ALL = 0,        // Display all logs
+    LOG_TRACE,          // Trace logging, intended for internal use only
+    LOG_DEBUG,          // Debug logging, used for internal debugging, it should be disabled on release builds
+    LOG_INFO,           // Info logging, used for program execution info
+    LOG_WARNING,        // Warning logging, used on recoverable failures
+    LOG_ERROR,          // Error logging, used on unrecoverable failures
+    LOG_FATAL,          // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+    LOG_NONE            // Disable logging
+} TraceLogLevel;
+
+// Keyboard keys (US keyboard layout)
+// NOTE: Use GetKeyPressed() to allow redefining
+// required keys for alternative layouts
+typedef enum {
+    KEY_NULL            = 0,        // Key: NULL, used for no key pressed
+    // Alphanumeric keys
+    KEY_APOSTROPHE      = 39,       // Key: '
+    KEY_COMMA           = 44,       // Key: ,
+    KEY_MINUS           = 45,       // Key: -
+    KEY_PERIOD          = 46,       // Key: .
+    KEY_SLASH           = 47,       // Key: /
+    KEY_ZERO            = 48,       // Key: 0
+    KEY_ONE             = 49,       // Key: 1
+    KEY_TWO             = 50,       // Key: 2
+    KEY_THREE           = 51,       // Key: 3
+    KEY_FOUR            = 52,       // Key: 4
+    KEY_FIVE            = 53,       // Key: 5
+    KEY_SIX             = 54,       // Key: 6
+    KEY_SEVEN           = 55,       // Key: 7
+    KEY_EIGHT           = 56,       // Key: 8
+    KEY_NINE            = 57,       // Key: 9
+    KEY_SEMICOLON       = 59,       // Key: ;
+    KEY_EQUAL           = 61,       // Key: =
+    KEY_A               = 65,       // Key: A | a
+    KEY_B               = 66,       // Key: B | b
+    KEY_C               = 67,       // Key: C | c
+    KEY_D               = 68,       // Key: D | d
+    KEY_E               = 69,       // Key: E | e
+    KEY_F               = 70,       // Key: F | f
+    KEY_G               = 71,       // Key: G | g
+    KEY_H               = 72,       // Key: H | h
+    KEY_I               = 73,       // Key: I | i
+    KEY_J               = 74,       // Key: J | j
+    KEY_K               = 75,       // Key: K | k
+    KEY_L               = 76,       // Key: L | l
+    KEY_M               = 77,       // Key: M | m
+    KEY_N               = 78,       // Key: N | n
+    KEY_O               = 79,       // Key: O | o
+    KEY_P               = 80,       // Key: P | p
+    KEY_Q               = 81,       // Key: Q | q
+    KEY_R               = 82,       // Key: R | r
+    KEY_S               = 83,       // Key: S | s
+    KEY_T               = 84,       // Key: T | t
+    KEY_U               = 85,       // Key: U | u
+    KEY_V               = 86,       // Key: V | v
+    KEY_W               = 87,       // Key: W | w
+    KEY_X               = 88,       // Key: X | x
+    KEY_Y               = 89,       // Key: Y | y
+    KEY_Z               = 90,       // Key: Z | z
+    KEY_LEFT_BRACKET    = 91,       // Key: [
+    KEY_BACKSLASH       = 92,       // Key: '\'
+    KEY_RIGHT_BRACKET   = 93,       // Key: ]
+    KEY_GRAVE           = 96,       // Key: `
+    // Function keys
+    KEY_SPACE           = 32,       // Key: Space
+    KEY_ESCAPE          = 256,      // Key: Esc
+    KEY_ENTER           = 257,      // Key: Enter
+    KEY_TAB             = 258,      // Key: Tab
+    KEY_BACKSPACE       = 259,      // Key: Backspace
+    KEY_INSERT          = 260,      // Key: Ins
+    KEY_DELETE          = 261,      // Key: Del
+    KEY_RIGHT           = 262,      // Key: Cursor right
+    KEY_LEFT            = 263,      // Key: Cursor left
+    KEY_DOWN            = 264,      // Key: Cursor down
+    KEY_UP              = 265,      // Key: Cursor up
+    KEY_PAGE_UP         = 266,      // Key: Page up
+    KEY_PAGE_DOWN       = 267,      // Key: Page down
+    KEY_HOME            = 268,      // Key: Home
+    KEY_END             = 269,      // Key: End
+    KEY_CAPS_LOCK       = 280,      // Key: Caps lock
+    KEY_SCROLL_LOCK     = 281,      // Key: Scroll down
+    KEY_NUM_LOCK        = 282,      // Key: Num lock
+    KEY_PRINT_SCREEN    = 283,      // Key: Print screen
+    KEY_PAUSE           = 284,      // Key: Pause
+    KEY_F1              = 290,      // Key: F1
+    KEY_F2              = 291,      // Key: F2
+    KEY_F3              = 292,      // Key: F3
+    KEY_F4              = 293,      // Key: F4
+    KEY_F5              = 294,      // Key: F5
+    KEY_F6              = 295,      // Key: F6
+    KEY_F7              = 296,      // Key: F7
+    KEY_F8              = 297,      // Key: F8
+    KEY_F9              = 298,      // Key: F9
+    KEY_F10             = 299,      // Key: F10
+    KEY_F11             = 300,      // Key: F11
+    KEY_F12             = 301,      // Key: F12
+    KEY_LEFT_SHIFT      = 340,      // Key: Shift left
+    KEY_LEFT_CONTROL    = 341,      // Key: Control left
+    KEY_LEFT_ALT        = 342,      // Key: Alt left
+    KEY_LEFT_SUPER      = 343,      // Key: Super left
+    KEY_RIGHT_SHIFT     = 344,      // Key: Shift right
+    KEY_RIGHT_CONTROL   = 345,      // Key: Control right
+    KEY_RIGHT_ALT       = 346,      // Key: Alt right
+    KEY_RIGHT_SUPER     = 347,      // Key: Super right
+    KEY_KB_MENU         = 348,      // Key: KB menu
+    // Keypad keys
+    KEY_KP_0            = 320,      // Key: Keypad 0
+    KEY_KP_1            = 321,      // Key: Keypad 1
+    KEY_KP_2            = 322,      // Key: Keypad 2
+    KEY_KP_3            = 323,      // Key: Keypad 3
+    KEY_KP_4            = 324,      // Key: Keypad 4
+    KEY_KP_5            = 325,      // Key: Keypad 5
+    KEY_KP_6            = 326,      // Key: Keypad 6
+    KEY_KP_7            = 327,      // Key: Keypad 7
+    KEY_KP_8            = 328,      // Key: Keypad 8
+    KEY_KP_9            = 329,      // Key: Keypad 9
+    KEY_KP_DECIMAL      = 330,      // Key: Keypad .
+    KEY_KP_DIVIDE       = 331,      // Key: Keypad /
+    KEY_KP_MULTIPLY     = 332,      // Key: Keypad *
+    KEY_KP_SUBTRACT     = 333,      // Key: Keypad -
+    KEY_KP_ADD          = 334,      // Key: Keypad +
+    KEY_KP_ENTER        = 335,      // Key: Keypad Enter
+    KEY_KP_EQUAL        = 336,      // Key: Keypad =
+    // Android key buttons
+    KEY_BACK            = 4,        // Key: Android back button
+    KEY_MENU            = 5,        // Key: Android menu button
+    KEY_VOLUME_UP       = 24,       // Key: Android volume up button
+    KEY_VOLUME_DOWN     = 25        // Key: Android volume down button
+} KeyboardKey;
+
+// Add backwards compatibility support for deprecated names
+#define MOUSE_LEFT_BUTTON   MOUSE_BUTTON_LEFT
+#define MOUSE_RIGHT_BUTTON  MOUSE_BUTTON_RIGHT
+#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
+
+// Mouse buttons
+typedef enum {
+    MOUSE_BUTTON_LEFT    = 0,       // Mouse button left
+    MOUSE_BUTTON_RIGHT   = 1,       // Mouse button right
+    MOUSE_BUTTON_MIDDLE  = 2,       // Mouse button middle (pressed wheel)
+    MOUSE_BUTTON_SIDE    = 3,       // Mouse button side (advanced mouse device)
+    MOUSE_BUTTON_EXTRA   = 4,       // Mouse button extra (advanced mouse device)
+    MOUSE_BUTTON_FORWARD = 5,       // Mouse button forward (advanced mouse device)
+    MOUSE_BUTTON_BACK    = 6,       // Mouse button back (advanced mouse device)
+} MouseButton;
+
+// Mouse cursor
+typedef enum {
+    MOUSE_CURSOR_DEFAULT       = 0,     // Default pointer shape
+    MOUSE_CURSOR_ARROW         = 1,     // Arrow shape
+    MOUSE_CURSOR_IBEAM         = 2,     // Text writing cursor shape
+    MOUSE_CURSOR_CROSSHAIR     = 3,     // Cross shape
+    MOUSE_CURSOR_POINTING_HAND = 4,     // Pointing hand cursor
+    MOUSE_CURSOR_RESIZE_EW     = 5,     // Horizontal resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_NS     = 6,     // Vertical resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_NWSE   = 7,     // Top-left to bottom-right diagonal resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_NESW   = 8,     // The top-right to bottom-left diagonal resize/move arrow shape
+    MOUSE_CURSOR_RESIZE_ALL    = 9,     // The omnidirectional resize/move cursor shape
+    MOUSE_CURSOR_NOT_ALLOWED   = 10     // The operation-not-allowed shape
+} MouseCursor;
+
+// Gamepad buttons
+typedef enum {
+    GAMEPAD_BUTTON_UNKNOWN = 0,         // Unknown button, just for error checking
+    GAMEPAD_BUTTON_LEFT_FACE_UP,        // Gamepad left DPAD up button
+    GAMEPAD_BUTTON_LEFT_FACE_RIGHT,     // Gamepad left DPAD right button
+    GAMEPAD_BUTTON_LEFT_FACE_DOWN,      // Gamepad left DPAD down button
+    GAMEPAD_BUTTON_LEFT_FACE_LEFT,      // Gamepad left DPAD left button
+    GAMEPAD_BUTTON_RIGHT_FACE_UP,       // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
+    GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,    // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
+    GAMEPAD_BUTTON_RIGHT_FACE_DOWN,     // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
+    GAMEPAD_BUTTON_RIGHT_FACE_LEFT,     // Gamepad right button left (i.e. PS3: Square, Xbox: X)
+    GAMEPAD_BUTTON_LEFT_TRIGGER_1,      // Gamepad top/back trigger left (first), it could be a trailing button
+    GAMEPAD_BUTTON_LEFT_TRIGGER_2,      // Gamepad top/back trigger left (second), it could be a trailing button
+    GAMEPAD_BUTTON_RIGHT_TRIGGER_1,     // Gamepad top/back trigger right (first), it could be a trailing button
+    GAMEPAD_BUTTON_RIGHT_TRIGGER_2,     // Gamepad top/back trigger right (second), it could be a trailing button
+    GAMEPAD_BUTTON_MIDDLE_LEFT,         // Gamepad center buttons, left one (i.e. PS3: Select)
+    GAMEPAD_BUTTON_MIDDLE,              // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
+    GAMEPAD_BUTTON_MIDDLE_RIGHT,        // Gamepad center buttons, right one (i.e. PS3: Start)
+    GAMEPAD_BUTTON_LEFT_THUMB,          // Gamepad joystick pressed button left
+    GAMEPAD_BUTTON_RIGHT_THUMB          // Gamepad joystick pressed button right
+} GamepadButton;
+
+// Gamepad axis
+typedef enum {
+    GAMEPAD_AXIS_LEFT_X        = 0,     // Gamepad left stick X axis
+    GAMEPAD_AXIS_LEFT_Y        = 1,     // Gamepad left stick Y axis
+    GAMEPAD_AXIS_RIGHT_X       = 2,     // Gamepad right stick X axis
+    GAMEPAD_AXIS_RIGHT_Y       = 3,     // Gamepad right stick Y axis
+    GAMEPAD_AXIS_LEFT_TRIGGER  = 4,     // Gamepad back trigger left, pressure level: [1..-1]
+    GAMEPAD_AXIS_RIGHT_TRIGGER = 5      // Gamepad back trigger right, pressure level: [1..-1]
+} GamepadAxis;
+
+// Material map index
+typedef enum {
+    MATERIAL_MAP_ALBEDO = 0,        // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
+    MATERIAL_MAP_METALNESS,         // Metalness material (same as: MATERIAL_MAP_SPECULAR)
+    MATERIAL_MAP_NORMAL,            // Normal material
+    MATERIAL_MAP_ROUGHNESS,         // Roughness material
+    MATERIAL_MAP_OCCLUSION,         // Ambient occlusion material
+    MATERIAL_MAP_EMISSION,          // Emission material
+    MATERIAL_MAP_HEIGHT,            // Heightmap material
+    MATERIAL_MAP_CUBEMAP,           // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+    MATERIAL_MAP_IRRADIANCE,        // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+    MATERIAL_MAP_PREFILTER,         // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+    MATERIAL_MAP_BRDF               // Brdf material
+} MaterialMapIndex;
+
+#define MATERIAL_MAP_DIFFUSE      MATERIAL_MAP_ALBEDO
+#define MATERIAL_MAP_SPECULAR     MATERIAL_MAP_METALNESS
+
+// Shader location index
+typedef enum {
+    SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+    SHADER_LOC_VERTEX_TEXCOORD01,   // Shader location: vertex attribute: texcoord01
+    SHADER_LOC_VERTEX_TEXCOORD02,   // Shader location: vertex attribute: texcoord02
+    SHADER_LOC_VERTEX_NORMAL,       // Shader location: vertex attribute: normal
+    SHADER_LOC_VERTEX_TANGENT,      // Shader location: vertex attribute: tangent
+    SHADER_LOC_VERTEX_COLOR,        // Shader location: vertex attribute: color
+    SHADER_LOC_MATRIX_MVP,          // Shader location: matrix uniform: model-view-projection
+    SHADER_LOC_MATRIX_VIEW,         // Shader location: matrix uniform: view (camera transform)
+    SHADER_LOC_MATRIX_PROJECTION,   // Shader location: matrix uniform: projection
+    SHADER_LOC_MATRIX_MODEL,        // Shader location: matrix uniform: model (transform)
+    SHADER_LOC_MATRIX_NORMAL,       // Shader location: matrix uniform: normal
+    SHADER_LOC_VECTOR_VIEW,         // Shader location: vector uniform: view
+    SHADER_LOC_COLOR_DIFFUSE,       // Shader location: vector uniform: diffuse color
+    SHADER_LOC_COLOR_SPECULAR,      // Shader location: vector uniform: specular color
+    SHADER_LOC_COLOR_AMBIENT,       // Shader location: vector uniform: ambient color
+    SHADER_LOC_MAP_ALBEDO,          // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
+    SHADER_LOC_MAP_METALNESS,       // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
+    SHADER_LOC_MAP_NORMAL,          // Shader location: sampler2d texture: normal
+    SHADER_LOC_MAP_ROUGHNESS,       // Shader location: sampler2d texture: roughness
+    SHADER_LOC_MAP_OCCLUSION,       // Shader location: sampler2d texture: occlusion
+    SHADER_LOC_MAP_EMISSION,        // Shader location: sampler2d texture: emission
+    SHADER_LOC_MAP_HEIGHT,          // Shader location: sampler2d texture: height
+    SHADER_LOC_MAP_CUBEMAP,         // Shader location: samplerCube texture: cubemap
+    SHADER_LOC_MAP_IRRADIANCE,      // Shader location: samplerCube texture: irradiance
+    SHADER_LOC_MAP_PREFILTER,       // Shader location: samplerCube texture: prefilter
+    SHADER_LOC_MAP_BRDF,            // Shader location: sampler2d texture: brdf
+    SHADER_LOC_VERTEX_BONEIDS,      // Shader location: vertex attribute: boneIds
+    SHADER_LOC_VERTEX_BONEWEIGHTS,  // Shader location: vertex attribute: boneWeights
+    SHADER_LOC_BONE_MATRICES        // Shader location: array of matrices uniform: boneMatrices
+} ShaderLocationIndex;
+
+#define SHADER_LOC_MAP_DIFFUSE      SHADER_LOC_MAP_ALBEDO
+#define SHADER_LOC_MAP_SPECULAR     SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+    SHADER_UNIFORM_FLOAT = 0,       // Shader uniform type: float
+    SHADER_UNIFORM_VEC2,            // Shader uniform type: vec2 (2 float)
+    SHADER_UNIFORM_VEC3,            // Shader uniform type: vec3 (3 float)
+    SHADER_UNIFORM_VEC4,            // Shader uniform type: vec4 (4 float)
+    SHADER_UNIFORM_INT,             // Shader uniform type: int
+    SHADER_UNIFORM_IVEC2,           // Shader uniform type: ivec2 (2 int)
+    SHADER_UNIFORM_IVEC3,           // Shader uniform type: ivec3 (3 int)
+    SHADER_UNIFORM_IVEC4,           // Shader uniform type: ivec4 (4 int)
+    SHADER_UNIFORM_SAMPLER2D        // Shader uniform type: sampler2d
+} ShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+    SHADER_ATTRIB_FLOAT = 0,        // Shader attribute type: float
+    SHADER_ATTRIB_VEC2,             // Shader attribute type: vec2 (2 float)
+    SHADER_ATTRIB_VEC3,             // Shader attribute type: vec3 (3 float)
+    SHADER_ATTRIB_VEC4              // Shader attribute type: vec4 (4 float)
+} ShaderAttributeDataType;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+    PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+    PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,    // 8*2 bpp (2 channels)
+    PIXELFORMAT_UNCOMPRESSED_R5G6B5,        // 16 bpp
+    PIXELFORMAT_UNCOMPRESSED_R8G8B8,        // 24 bpp
+    PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,      // 16 bpp (1 bit alpha)
+    PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,      // 16 bpp (4 bit alpha)
+    PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,      // 32 bpp
+    PIXELFORMAT_UNCOMPRESSED_R32,           // 32 bpp (1 channel - float)
+    PIXELFORMAT_UNCOMPRESSED_R32G32B32,     // 32*3 bpp (3 channels - float)
+    PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,  // 32*4 bpp (4 channels - float)
+    PIXELFORMAT_UNCOMPRESSED_R16,           // 16 bpp (1 channel - half float)
+    PIXELFORMAT_UNCOMPRESSED_R16G16B16,     // 16*3 bpp (3 channels - half float)
+    PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,  // 16*4 bpp (4 channels - half float)
+    PIXELFORMAT_COMPRESSED_DXT1_RGB,        // 4 bpp (no alpha)
+    PIXELFORMAT_COMPRESSED_DXT1_RGBA,       // 4 bpp (1 bit alpha)
+    PIXELFORMAT_COMPRESSED_DXT3_RGBA,       // 8 bpp
+    PIXELFORMAT_COMPRESSED_DXT5_RGBA,       // 8 bpp
+    PIXELFORMAT_COMPRESSED_ETC1_RGB,        // 4 bpp
+    PIXELFORMAT_COMPRESSED_ETC2_RGB,        // 4 bpp
+    PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,   // 8 bpp
+    PIXELFORMAT_COMPRESSED_PVRT_RGB,        // 4 bpp
+    PIXELFORMAT_COMPRESSED_PVRT_RGBA,       // 4 bpp
+    PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,   // 8 bpp
+    PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA    // 2 bpp
+} PixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+    TEXTURE_FILTER_POINT = 0,               // No filter, just pixel approximation
+    TEXTURE_FILTER_BILINEAR,                // Linear filtering
+    TEXTURE_FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
+    TEXTURE_FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
+    TEXTURE_FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
+    TEXTURE_FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
+} TextureFilter;
+
+// Texture parameters: wrap mode
+typedef enum {
+    TEXTURE_WRAP_REPEAT = 0,                // Repeats texture in tiled mode
+    TEXTURE_WRAP_CLAMP,                     // Clamps texture to edge pixel in tiled mode
+    TEXTURE_WRAP_MIRROR_REPEAT,             // Mirrors and repeats the texture in tiled mode
+    TEXTURE_WRAP_MIRROR_CLAMP               // Mirrors and clamps to border the texture in tiled mode
+} TextureWrap;
+
+// Cubemap layouts
+typedef enum {
+    CUBEMAP_LAYOUT_AUTO_DETECT = 0,         // Automatically detect layout type
+    CUBEMAP_LAYOUT_LINE_VERTICAL,           // Layout is defined by a vertical line with faces
+    CUBEMAP_LAYOUT_LINE_HORIZONTAL,         // Layout is defined by a horizontal line with faces
+    CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,     // Layout is defined by a 3x4 cross with cubemap faces
+    CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE     // Layout is defined by a 4x3 cross with cubemap faces
+} CubemapLayout;
+
+// Font type, defines generation method
+typedef enum {
+    FONT_DEFAULT = 0,               // Default font generation, anti-aliased
+    FONT_BITMAP,                    // Bitmap font generation, no anti-aliasing
+    FONT_SDF                        // SDF font generation, requires external shader
+} FontType;
+
+// Color blending modes (pre-defined)
+typedef enum {
+    BLEND_ALPHA = 0,                // Blend textures considering alpha (default)
+    BLEND_ADDITIVE,                 // Blend textures adding colors
+    BLEND_MULTIPLIED,               // Blend textures multiplying colors
+    BLEND_ADD_COLORS,               // Blend textures adding colors (alternative)
+    BLEND_SUBTRACT_COLORS,          // Blend textures subtracting colors (alternative)
+    BLEND_ALPHA_PREMULTIPLY,        // Blend premultiplied textures considering alpha
+    BLEND_CUSTOM,                   // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+    BLEND_CUSTOM_SEPARATE           // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
+} BlendMode;
+
+// Gesture
+// NOTE: Provided as bit-wise flags to enable only desired gestures
+typedef enum {
+    GESTURE_NONE        = 0,        // No gesture
+    GESTURE_TAP         = 1,        // Tap gesture
+    GESTURE_DOUBLETAP   = 2,        // Double tap gesture
+    GESTURE_HOLD        = 4,        // Hold gesture
+    GESTURE_DRAG        = 8,        // Drag gesture
+    GESTURE_SWIPE_RIGHT = 16,       // Swipe right gesture
+    GESTURE_SWIPE_LEFT  = 32,       // Swipe left gesture
+    GESTURE_SWIPE_UP    = 64,       // Swipe up gesture
+    GESTURE_SWIPE_DOWN  = 128,      // Swipe down gesture
+    GESTURE_PINCH_IN    = 256,      // Pinch in gesture
+    GESTURE_PINCH_OUT   = 512       // Pinch out gesture
+} Gesture;
+
+// Camera system modes
+typedef enum {
+    CAMERA_CUSTOM = 0,              // Camera custom, controlled by user (UpdateCamera() does nothing)
+    CAMERA_FREE,                    // Camera free mode
+    CAMERA_ORBITAL,                 // Camera orbital, around target, zoom supported
+    CAMERA_FIRST_PERSON,            // Camera first person
+    CAMERA_THIRD_PERSON             // Camera third person
+} CameraMode;
+
+// Camera projection
+typedef enum {
+    CAMERA_PERSPECTIVE = 0,         // Perspective projection
+    CAMERA_ORTHOGRAPHIC             // Orthographic projection
+} CameraProjection;
+
+// N-patch layout
+typedef enum {
+    NPATCH_NINE_PATCH = 0,          // Npatch layout: 3x3 tiles
+    NPATCH_THREE_PATCH_VERTICAL,    // Npatch layout: 1x3 tiles
+    NPATCH_THREE_PATCH_HORIZONTAL   // Npatch layout: 3x1 tiles
+} NPatchLayout;
+
+// Callbacks to hook some internal functions
+// WARNING: These callbacks are intended for advanced users
+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);  // Logging: Redirect trace log messages
+typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize);    // FileIO: Load binary data
+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize);   // FileIO: Save binary data
+typedef char *(*LoadFileTextCallback)(const char *fileName);            // FileIO: Load text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
+RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void);                               // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
+RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
+RLAPI bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden
+RLAPI bool IsWindowMinimized(void);                               // Check if window is currently minimized
+RLAPI bool IsWindowMaximized(void);                               // Check if window is currently maximized
+RLAPI bool IsWindowFocused(void);                                 // Check if window is currently focused
+RLAPI bool IsWindowResized(void);                                 // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag);                      // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags);                    // Set window configuration state using flags
+RLAPI void ClearWindowState(unsigned int flags);                  // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
+RLAPI void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed, resizes window to match monitor resolution
+RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable
+RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable
+RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized
+RLAPI void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit)
+RLAPI void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit)
+RLAPI void SetWindowTitle(const char *title);                     // Set title for window
+RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen
+RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window
+RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowMaxSize(int width, int height);               // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height);                  // Set window dimensions
+RLAPI void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f]
+RLAPI void SetWindowFocused(void);                                // Set window focused
+RLAPI void *GetWindowHandle(void);                                // Get native window handle
+RLAPI int GetScreenWidth(void);                                   // Get current screen width
+RLAPI int GetScreenHeight(void);                                  // Get current screen height
+RLAPI int GetRenderWidth(void);                                   // Get current render width (it considers HiDPI)
+RLAPI int GetRenderHeight(void);                                  // Get current render height (it considers HiDPI)
+RLAPI int GetMonitorCount(void);                                  // Get number of connected monitors
+RLAPI int GetCurrentMonitor(void);                                // Get current monitor where window is placed
+RLAPI Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor);                           // Get specified monitor width (current video mode used by monitor)
+RLAPI int GetMonitorHeight(int monitor);                          // Get specified monitor height (current video mode used by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor);                   // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor);                  // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor);                     // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void);                            // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void);                            // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the specified monitor
+RLAPI void SetClipboardText(const char *text);                    // Set clipboard text content
+RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
+RLAPI Image GetClipboardImage(void);                              // Get clipboard image content
+RLAPI void EnableEventWaiting(void);                              // Enable waiting for events on EndDrawing(), no automatic event polling
+RLAPI void DisableEventWaiting(void);                             // Disable waiting for events on EndDrawing(), automatic events polling
+
+// Cursor-related functions
+RLAPI void ShowCursor(void);                                      // Shows cursor
+RLAPI void HideCursor(void);                                      // Hides cursor
+RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
+RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void);                                // Check if cursor is on the screen
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera);                          // Begin 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void);                                       // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera);                          // Begin 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target);              // Begin drawing to render texture
+RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
+RLAPI void BeginShaderMode(Shader shader);                        // Begin custom shader drawing
+RLAPI void EndShaderMode(void);                                   // End custom shader drawing (use default shader)
+RLAPI void BeginBlendMode(int mode);                              // Begin blending mode (alpha, additive, multiplied, subtract, custom)
+RLAPI void EndBlendMode(void);                                    // End blending mode (reset to default: alpha blending)
+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+RLAPI void EndScissorMode(void);                                  // End scissor mode
+RLAPI void BeginVrStereoMode(VrStereoConfig config);              // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void);                                 // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device);     // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI bool IsShaderValid(Shader shader);                                   // Check if a shader is valid (loaded on GPU)
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count);   // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);         // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+#define GetMouseRay GetScreenToWorldRay     // Compatibility hack for previous raylib versions
+RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera);         // Get a ray trace from screen position (i.e mouse)
+RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);        // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);    // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);    // Get the world space position for a 2d camera screen space position
+RLAPI Matrix GetCameraMatrix(Camera camera);                            // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                        // Get camera 2d transform matrix
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
+RLAPI float GetFrameTime(void);                                   // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void);                                       // Get elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void);                                           // Get current FPS
+
+// Custom frame control functions
+// NOTE: Those functions are intended for advanced users that want full control over the frame processing
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+RLAPI void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void);                                 // Register all input events
+RLAPI void WaitTime(double seconds);                              // Wait for some time (halt program execution)
+
+// Random values generation functions
+RLAPI void SetRandomSeed(unsigned int seed);                      // Set the seed for the random number generator
+RLAPI int GetRandomValue(int min, int max);                       // Get a random value between min and max (both included)
+RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
+RLAPI void UnloadRandomSequence(int *sequence);                   // Unload random values sequence
+
+// Misc. functions
+RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
+RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
+
+// NOTE: Following functions implemented in module [utils]
+//------------------------------------------------------------------
+RLAPI void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(unsigned int size);                          // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size);             // Internal memory reallocator
+RLAPI void MemFree(void *ptr);                                    // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advanced users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback);         // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text);                            // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
+//------------------------------------------------------------------
+
+// File system functions
+RLAPI bool FileExists(const char *fileName);                      // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath);                  // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName);                    // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI const char *GetFileExtension(const char *fileName);         // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath);              // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath);    // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath);         // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void);                  // Get the directory of the running application (uses static string)
+RLAPI int MakeDirectory(const char *dirPath);                     // Create directories (including full path requested), returns 0 on success
+RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path);                          // Check if a given path is a file or a directory
+RLAPI bool IsFileNameValid(const char *fileName);                 // Check if fileName is valid for the platform/OS
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath);       // Load directory filepaths
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
+RLAPI void UnloadDirectoryFiles(FilePathList files);              // Unload filepaths
+RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void);                        // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files);                // Unload dropped filepaths
+RLAPI long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)
+
+// Compression/Encoding functionality
+RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize);        // Compress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()
+RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize);     // Compute CRC32 hash code
+RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);      // Compute MD5 hash code, returns static int[4] (16 bytes)
+RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize);      // Compute SHA1 hash code, returns static int[5] (20 bytes)
+
+
+// Automation events functionality
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName);                // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList list);                         // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName);   // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list);                           // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame);                                      // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void);                                         // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void);                                          // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event);                                  // Play a recorded automation event
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key);                             // Check if a key has been pressed once
+RLAPI bool IsKeyPressedRepeat(int key);                       // Check if a key has been pressed again
+RLAPI bool IsKeyDown(int key);                                // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key);                            // Check if a key has been released once
+RLAPI bool IsKeyUp(int key);                                  // Check if a key is NOT being pressed
+RLAPI int GetKeyPressed(void);                                // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+RLAPI int GetCharPressed(void);                               // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad);                                        // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad);                                     // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button);                        // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button);                           // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button);                       // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button);                             // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void);                                           // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad);                                        // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis);                         // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings);                                // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button);                  // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button);                     // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button);                 // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button);                       // Check if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void);                                    // Get mouse position X
+RLAPI int GetMouseY(void);                                    // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void);                         // Get mouse position XY
+RLAPI Vector2 GetMouseDelta(void);                            // Get mouse delta between frames
+RLAPI void SetMousePosition(int x, int y);                    // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY);          // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY);         // Set mouse scaling
+RLAPI float GetMouseWheelMove(void);                          // Get mouse wheel movement for X or Y, whichever is larger
+RLAPI Vector2 GetMouseWheelMoveV(void);                       // Get mouse wheel movement for both X and Y
+RLAPI void SetMouseCursor(int cursor);                        // Set mouse cursor
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void);                                    // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void);                                    // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index);                    // Get touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchPointId(int index);                         // Get touch point identifier for given index
+RLAPI int GetTouchPointCount(void);                           // Get number of touch points
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: rgestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int flags);      // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture);     // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void);                     // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void);               // Get gesture hold time in seconds
+RLAPI Vector2 GetGestureDragVector(void);               // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void);                  // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void);              // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void);                 // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: rcamera)
+//------------------------------------------------------------------------------------
+RLAPI void UpdateCamera(Camera *camera, int mode);      // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source);       // Set texture and rectangle to be used on shapes drawing
+RLAPI Texture2D GetShapesTexture(void);                                 // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void);                        // Get texture source rectangle that is used for shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel using geometry [Can be slow, use with care]
+RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (using gl lines)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line (using triangles/quads)
+RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color);                            // Draw lines sequence (using gl lines)
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw line segment cubic-bezier in-out interpolation
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);      // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer);         // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
+RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color);                                  // Draw circle outline (Vector version)
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);             // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);        // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color);    // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom);   // Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right);   // Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color);                            // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color);         // Draw rectangle lines with rounded edges
+RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color);                          // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color);                        // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);          // Draw a polygon outline of n sides
+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
+
+// Splines drawing functions
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color);                  // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color);                   // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color);              // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color);         // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color);                    // Draw spline segment: Linear, 2 points
+RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
+RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
+RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
+RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
+
+// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
+RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t);                           // Get (evaluate) spline point: Linear
+RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t);              // Get (evaluate) spline point: B-Spline
+RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t);         // Get (evaluate) spline point: Catmull-Rom
+RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t);                     // Get (evaluate) spline point: Quadratic Bezier
+RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t);        // Get (evaluate) spline point: Cubic Bezier
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
+RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2);               // Check if circle collides with a line created betweeen two points [p1] and [p2]
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold);                // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount);                // Check if point is within a polygon described by array of vertices
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: These functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
+RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+RLAPI Image LoadImageFromTexture(Texture2D texture);                                                     // Load image from GPU texture data
+RLAPI Image LoadImageFromScreen(void);                                                                   // Load image from screen buffer and (screenshot)
+RLAPI bool IsImageValid(Image image);                                                                    // Check if an image is valid (data and parameters)
+RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize);              // Export image to memory buffer
+RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color);                                           // Generate image: plain color
+RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end);        // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
+RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer);      // Generate image: square gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text);                                       // Generate image: grayscale image from text data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec);                                                  // Create an image from another image piece
+RLAPI Image ImageFromChannel(Image image, int selectedChannel);                                          // Create an image from a selected channel of another image (GRAYSCALE)
+RLAPI Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);         // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill);                                                         // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold);                                                // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize);                                                // Apply Gaussian blur using a box blur approximation
+RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize);                    // Apply custom square convolution kernel to image
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image);                                                                   // Compute all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI void ImageFlipVertical(Image *image);                                                              // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
+RLAPI void ImageRotate(Image *image, int degrees);                                                       // Rotate image by input angle in degrees (-359 to 359)
+RLAPI void ImageRotateCW(Image *image);                                                                  // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image);                                                                 // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image);                                                               // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace);                                  // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image);                                                               // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount);                         // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors);                                                             // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors);                                                            // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold);                                       // Get image alpha border rectangle
+RLAPI Color GetImageColor(Image image, int x, int y);                                                    // Get image pixel color at (x, y) position
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color);                                                // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);                                  // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
+RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color);              // Draw a line defining thickness within an image
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color);          // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color);                   // Draw circle outline within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);                   // Draw rectangle lines within an image
+RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);               // Draw triangle within an image
+RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
+RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);          // Draw triangle outline within an image
+RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color);               // Draw a triangle fan defined by points within an image (first vertex is the center)
+RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color);             // Draw a triangle strip defined by points within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);             // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);   // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout);                                        // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureValid(Texture2D texture);                                                            // Check if a texture is valid (loaded in GPU)
+RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureValid(RenderTexture2D target);                                                 // Check if a render texture is valid (loaded in GPU)
+RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter);                                              // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap);                                                  // Set texture wrapping mode
+
+// Texture drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);            // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+// Color/pixel related functions
+RLAPI bool ColorIsEqual(Color col1, Color col2);                            // Check if two colors are equal
+RLAPI Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color);                                          // Get hexadecimal value for a Color (0xRRGGBBAA)
+RLAPI Vector4 ColorNormalize(Color color);                                  // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint);                             // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor);                     // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+RLAPI Color ColorContrast(Color color, float contrast);                     // Get color with contrast correction, contrast values between -1.0f and 1.0f
+RLAPI Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
+RLAPI Color ColorLerp(Color color1, Color color2, float factor);            // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
+RLAPI Color GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format);              // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void);                                                            // Get the default Font
+RLAPI Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontValid(Font font);                                                          // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount);                               // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font);                                                           // Unload font from GPU memory (VRAM)
+RLAPI bool ExportFontAsCode(Font font, const char *fileName);                               // Export font as code file, returns true on success
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY);                                                     // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);       // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
+
+// Text font info functions
+RLAPI void SetTextLineSpacing(int spacing);                                                 // Set vertical line spacing when drawing with line-breaks
+RLAPI int MeasureText(const char *text, int fontSize);                                      // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);    // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint);                                          // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);                                     // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint);                                 // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+
+// Text codepoints management functions (unicode characters)
+RLAPI char *LoadUTF8(const int *codepoints, int length);                // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text);                                      // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count);                // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints);                           // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text);                          // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize);           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize);       // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize);   // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size);        // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src);                                             // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2);                               // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text);                                            // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...);                                        // Text formatting with variables (sprintf() style)
+RLAPI const char *TextSubtext(const char *text, int position, int length);                  // Get a piece of a text string
+RLAPI char *TextReplace(const char *text, const char *replace, const char *by);             // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a position (WARNING: memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter);        // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find);                                // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text);                      // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text);                      // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
+RLAPI const char *TextToSnake(const char *text);                      // Get Snake case notation version of provided string
+RLAPI const char *TextToCamel(const char *text);                      // Get Camel case notation version of provided string
+
+RLAPI int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)
+RLAPI float TextToFloat(const char *text);                            // Get float value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
+RLAPI void DrawPoint3D(Vector3 position, Color color);                                                   // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color);                              // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color);                      // Draw a triangle strip defined by points
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model management functions
+RLAPI Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material)
+RLAPI bool IsModelValid(Model model);                                                       // Check if a model is valid (loaded in GPU, VAO/VBOs)
+RLAPI void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);               // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);          // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
+RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                   // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint);   // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
+
+// Mesh management functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic);                                            // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void UnloadMesh(Mesh mesh);                                                           // Unload mesh data from CPU and GPU
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform);                        // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh);                                            // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh);                                                     // Compute mesh tangents
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName);                                     // Export mesh data to file, returns true on success
+RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName);                               // Export mesh as code file (.h) defining multiple arrays of vertex attributes
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius);                                            // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ);                     // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length);                            // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices);                              // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices);                          // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices);                         // Generate cylinder mesh
+RLAPI Mesh GenMeshCone(float radius, float height, int slices);                             // Generate cone/pyramid mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);                   // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);                    // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size);                                 // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                               // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file
+RLAPI Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialValid(Material material);                                              // Check if a material is valid (shader assigned, map textures loaded in GPU)
+RLAPI void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount);            // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose (CPU)
+RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame);          // Update model animation mesh bone matrices (GPU skinning)
+RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);                // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);   // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                 // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                  // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);                    // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                                    // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);                       // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);            // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4);    // Get collision info between ray and quad
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void);                                     // Initialize audio device and context
+RLAPI void CloseAudioDevice(void);                                    // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume);                             // Set master volume (listener)
+RLAPI float GetMasterVolume(void);                                    // Get master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI bool IsWaveValid(Wave wave);                                    // Checks if wave data is valid (data loaded and parameters)
+RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
+RLAPI Sound LoadSoundAlias(Sound source);                             // Create a new sound that shares the same sample data as the source sound, does not own the sound data
+RLAPI bool IsSoundValid(Sound sound);                                 // Checks if a sound is valid (data loaded and buffers initialized)
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
+RLAPI void UnloadSound(Sound sound);                                  // Unload sound
+RLAPI void UnloadSoundAlias(Sound alias);                             // Unload a sound alias (does not deallocate sample data)
+RLAPI bool ExportWave(Wave wave, const char *fileName);               // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName);         // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound);                                    // Play a sound
+RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
+RLAPI void PauseSound(Sound sound);                                   // Pause a sound
+RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
+RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
+RLAPI void SetSoundPan(Sound sound, float pan);                       // Set pan for a sound (0.5 is center)
+RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame);       // Crop a wave to defined frames range
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI float *LoadWaveSamples(Wave wave);                              // Load samples data from wave as a 32bit float data array
+RLAPI void UnloadWaveSamples(float *samples);                         // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI bool IsMusicValid(Music music);                                 // Checks if a music stream is valid (context and buffers initialized)
+RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
+RLAPI void PlayMusicStream(Music music);                              // Start music playing
+RLAPI bool IsMusicStreamPlaying(Music music);                         // Check if music is playing
+RLAPI void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music);                              // Stop music playing
+RLAPI void PauseMusicStream(Music music);                             // Pause music playing
+RLAPI void ResumeMusicStream(Music music);                            // Resume playing paused music
+RLAPI void SeekMusicStream(Music music, float position);              // Seek music to a position (in seconds)
+RLAPI void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicPan(Music music, float pan);                       // Set pan for a music (0.5 is center)
+RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI bool IsAudioStreamValid(AudioStream stream);                    // Checks if an audio stream is valid (buffers initialized)
+RLAPI void UnloadAudioStream(AudioStream stream);                     // Unload audio stream and free memory
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+RLAPI bool IsAudioStreamProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream);                       // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream);                      // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream);                  // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream);                       // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume);    // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch);      // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan);          // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamBufferSizeDefault(int size);                 // Default size for new audio streams
+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
+
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
+
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git /dev/null b/vendor/raylib-5.5_linux_amd64/include/raymath.h
@@ -0,0 +1,2941 @@
+/**********************************************************************************************
+*
+*   raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
+*
+*   CONVENTIONS:
+*     - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
+*       math operations performed by the library consider the structure as it was column-major
+*       It is like transposed versions of the matrices are used for all the maths
+*       It benefits some functions making them cache-friendly and also avoids matrix
+*       transpositions sometimes required by OpenGL
+*       Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
+*     - Functions are always self-contained, no function use another raymath function inside,
+*       required code is directly re-implemented inside
+*     - Functions input parameters are always received by value (2 unavoidable exceptions)
+*     - Functions use always a "result" variable for return (except C++ operators)
+*     - Functions are always defined inline
+*     - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
+*     - No compound literals used to make sure libray is compatible with C++
+*
+*   CONFIGURATION:
+*       #define RAYMATH_IMPLEMENTATION
+*           Generates the implementation of the library into the included file.
+*           If not defined, the library is in header only mode and can be included in other headers
+*           or source files without problems. But only ONE file should hold the implementation.
+*
+*       #define RAYMATH_STATIC_INLINE
+*           Define static inline functions code, so #include header suffices for use.
+*           This may use up lots of memory.
+*
+*       #define RAYMATH_DISABLE_CPP_OPERATORS
+*           Disables C++ operator overloads for raymath types.
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYMATH_H
+#define RAYMATH_H
+
+#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
+    #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
+#endif
+
+// Function specifiers definition
+#if defined(RAYMATH_IMPLEMENTATION)
+    #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+        #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
+    #elif defined(BUILD_LIBTYPE_SHARED)
+        #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
+    #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+        #define RMAPI __declspec(dllimport)         // We are using raylib as a Win32 shared library (.dll)
+    #else
+        #define RMAPI extern inline // Provide external definition
+    #endif
+#elif defined(RAYMATH_STATIC_INLINE)
+    #define RMAPI static inline // Functions may be inlined, no external out-of-line definition
+#else
+    #if defined(__TINYC__)
+        #define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
+    #else
+        #define RMAPI inline        // Functions may be inlined or external definition used
+    #endif
+#endif
+
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+    #define PI 3.14159265358979323846f
+#endif
+
+#ifndef EPSILON
+    #define EPSILON 0.000001f
+#endif
+
+#ifndef DEG2RAD
+    #define DEG2RAD (PI/180.0f)
+#endif
+
+#ifndef RAD2DEG
+    #define RAD2DEG (180.0f/PI)
+#endif
+
+// Get float vector for Matrix
+#ifndef MatrixToFloat
+    #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
+#endif
+
+// Get float vector for Vector3
+#ifndef Vector3ToFloat
+    #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if !defined(RL_VECTOR2_TYPE)
+// Vector2 type
+typedef struct Vector2 {
+    float x;
+    float y;
+} Vector2;
+#define RL_VECTOR2_TYPE
+#endif
+
+#if !defined(RL_VECTOR3_TYPE)
+// Vector3 type
+typedef struct Vector3 {
+    float x;
+    float y;
+    float z;
+} Vector3;
+#define RL_VECTOR3_TYPE
+#endif
+
+#if !defined(RL_VECTOR4_TYPE)
+// Vector4 type
+typedef struct Vector4 {
+    float x;
+    float y;
+    float z;
+    float w;
+} Vector4;
+#define RL_VECTOR4_TYPE
+#endif
+
+#if !defined(RL_QUATERNION_TYPE)
+// Quaternion type
+typedef Vector4 Quaternion;
+#define RL_QUATERNION_TYPE
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+    float m0, m4, m8, m12;      // Matrix first row (4 components)
+    float m1, m5, m9, m13;      // Matrix second row (4 components)
+    float m2, m6, m10, m14;     // Matrix third row (4 components)
+    float m3, m7, m11, m15;     // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// NOTE: Helper types to be used instead of array return types for *ToFloat functions
+typedef struct float3 {
+    float v[3];
+} float3;
+
+typedef struct float16 {
+    float v[16];
+} float16;
+
+#include <math.h>       // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Utils math
+//----------------------------------------------------------------------------------
+
+// Clamp float value
+RMAPI float Clamp(float value, float min, float max)
+{
+    float result = (value < min)? min : value;
+
+    if (result > max) result = max;
+
+    return result;
+}
+
+// Calculate linear interpolation between two floats
+RMAPI float Lerp(float start, float end, float amount)
+{
+    float result = start + amount*(end - start);
+
+    return result;
+}
+
+// Normalize input value within input range
+RMAPI float Normalize(float value, float start, float end)
+{
+    float result = (value - start)/(end - start);
+
+    return result;
+}
+
+// Remap input value within input range to output range
+RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
+{
+    float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
+
+    return result;
+}
+
+// Wrap input value from min to max
+RMAPI float Wrap(float value, float min, float max)
+{
+    float result = value - (max - min)*floorf((value - min)/(max - min));
+
+    return result;
+}
+
+// Check whether two given floats are almost equal
+RMAPI int FloatEquals(float x, float y)
+{
+#if !defined(EPSILON)
+    #define EPSILON 0.000001f
+#endif
+
+    int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
+
+    return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector2 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector2 Vector2Zero(void)
+{
+    Vector2 result = { 0.0f, 0.0f };
+
+    return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector2 Vector2One(void)
+{
+    Vector2 result = { 1.0f, 1.0f };
+
+    return result;
+}
+
+// Add two vectors (v1 + v2)
+RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)
+{
+    Vector2 result = { v1.x + v2.x, v1.y + v2.y };
+
+    return result;
+}
+
+// Add vector and float value
+RMAPI Vector2 Vector2AddValue(Vector2 v, float add)
+{
+    Vector2 result = { v.x + add, v.y + add };
+
+    return result;
+}
+
+// Subtract two vectors (v1 - v2)
+RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
+{
+    Vector2 result = { v1.x - v2.x, v1.y - v2.y };
+
+    return result;
+}
+
+// Subtract vector by float value
+RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)
+{
+    Vector2 result = { v.x - sub, v.y - sub };
+
+    return result;
+}
+
+// Calculate vector length
+RMAPI float Vector2Length(Vector2 v)
+{
+    float result = sqrtf((v.x*v.x) + (v.y*v.y));
+
+    return result;
+}
+
+// Calculate vector square length
+RMAPI float Vector2LengthSqr(Vector2 v)
+{
+    float result = (v.x*v.x) + (v.y*v.y);
+
+    return result;
+}
+
+// Calculate two vectors dot product
+RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
+{
+    float result = (v1.x*v2.x + v1.y*v2.y);
+
+    return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
+{
+    float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
+
+    return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
+{
+    float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
+
+    return result;
+}
+
+// Calculate angle between two vectors
+// NOTE: Angle is calculated from origin point (0, 0)
+RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
+{
+    float result = 0.0f;
+
+    float dot = v1.x*v2.x + v1.y*v2.y;
+    float det = v1.x*v2.y - v1.y*v2.x;
+
+    result = atan2f(det, dot);
+
+    return result;
+}
+
+// Calculate angle defined by a two vectors line
+// NOTE: Parameters need to be normalized
+// Current implementation should be aligned with glm::angle
+RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
+{
+    float result = 0.0f;
+
+    // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
+    result = -atan2f(end.y - start.y, end.x - start.x);
+
+    return result;
+}
+
+// Scale vector (multiply by value)
+RMAPI Vector2 Vector2Scale(Vector2 v, float scale)
+{
+    Vector2 result = { v.x*scale, v.y*scale };
+
+    return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
+{
+    Vector2 result = { v1.x*v2.x, v1.y*v2.y };
+
+    return result;
+}
+
+// Negate vector
+RMAPI Vector2 Vector2Negate(Vector2 v)
+{
+    Vector2 result = { -v.x, -v.y };
+
+    return result;
+}
+
+// Divide vector by vector
+RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
+{
+    Vector2 result = { v1.x/v2.x, v1.y/v2.y };
+
+    return result;
+}
+
+// Normalize provided vector
+RMAPI Vector2 Vector2Normalize(Vector2 v)
+{
+    Vector2 result = { 0 };
+    float length = sqrtf((v.x*v.x) + (v.y*v.y));
+
+    if (length > 0)
+    {
+        float ilength = 1.0f/length;
+        result.x = v.x*ilength;
+        result.y = v.y*ilength;
+    }
+
+    return result;
+}
+
+// Transforms a Vector2 by a given Matrix
+RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
+{
+    Vector2 result = { 0 };
+
+    float x = v.x;
+    float y = v.y;
+    float z = 0;
+
+    result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
+    result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
+
+    return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
+{
+    Vector2 result = { 0 };
+
+    result.x = v1.x + amount*(v2.x - v1.x);
+    result.y = v1.y + amount*(v2.y - v1.y);
+
+    return result;
+}
+
+// Calculate reflected vector to normal
+RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
+{
+    Vector2 result = { 0 };
+
+    float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product
+
+    result.x = v.x - (2.0f*normal.x)*dotProduct;
+    result.y = v.y - (2.0f*normal.y)*dotProduct;
+
+    return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2)
+{
+    Vector2 result = { 0 };
+
+    result.x = fminf(v1.x, v2.x);
+    result.y = fminf(v1.y, v2.y);
+
+    return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2)
+{
+    Vector2 result = { 0 };
+
+    result.x = fmaxf(v1.x, v2.x);
+    result.y = fmaxf(v1.y, v2.y);
+
+    return result;
+}
+
+// Rotate vector by angle
+RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
+{
+    Vector2 result = { 0 };
+
+    float cosres = cosf(angle);
+    float sinres = sinf(angle);
+
+    result.x = v.x*cosres - v.y*sinres;
+    result.y = v.x*sinres + v.y*cosres;
+
+    return result;
+}
+
+// Move Vector towards target
+RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
+{
+    Vector2 result = { 0 };
+
+    float dx = target.x - v.x;
+    float dy = target.y - v.y;
+    float value = (dx*dx) + (dy*dy);
+
+    if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+    float dist = sqrtf(value);
+
+    result.x = v.x + dx/dist*maxDistance;
+    result.y = v.y + dy/dist*maxDistance;
+
+    return result;
+}
+
+// Invert the given vector
+RMAPI Vector2 Vector2Invert(Vector2 v)
+{
+    Vector2 result = { 1.0f/v.x, 1.0f/v.y };
+
+    return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
+{
+    Vector2 result = { 0 };
+
+    result.x = fminf(max.x, fmaxf(min.x, v.x));
+    result.y = fminf(max.y, fmaxf(min.y, v.y));
+
+    return result;
+}
+
+// Clamp the magnitude of the vector between two min and max values
+RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
+{
+    Vector2 result = v;
+
+    float length = (v.x*v.x) + (v.y*v.y);
+    if (length > 0.0f)
+    {
+        length = sqrtf(length);
+
+        float scale = 1;    // By default, 1 as the neutral element.
+        if (length < min)
+        {
+            scale = min/length;
+        }
+        else if (length > max)
+        {
+            scale = max/length;
+        }
+
+        result.x = v.x*scale;
+        result.y = v.y*scale;
+    }
+
+    return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector2Equals(Vector2 p, Vector2 q)
+{
+#if !defined(EPSILON)
+    #define EPSILON 0.000001f
+#endif
+
+    int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+                  ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
+
+    return result;
+}
+
+// Compute the direction of a refracted ray
+// v: normalized direction of the incoming ray
+// n: normalized normal vector of the interface of two optical media
+// r: ratio of the refractive index of the medium from where the ray comes
+//    to the refractive index of the medium on the other side of the surface
+RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
+{
+    Vector2 result = { 0 };
+
+    float dot = v.x*n.x + v.y*n.y;
+    float d = 1.0f - r*r*(1.0f - dot*dot);
+
+    if (d >= 0.0f)
+    {
+        d = sqrtf(d);
+        v.x = r*v.x - (r*dot + d)*n.x;
+        v.y = r*v.y - (r*dot + d)*n.y;
+
+        result = v;
+    }
+
+    return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector3 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector3 Vector3Zero(void)
+{
+    Vector3 result = { 0.0f, 0.0f, 0.0f };
+
+    return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector3 Vector3One(void)
+{
+    Vector3 result = { 1.0f, 1.0f, 1.0f };
+
+    return result;
+}
+
+// Add two vectors
+RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
+
+    return result;
+}
+
+// Add vector and float value
+RMAPI Vector3 Vector3AddValue(Vector3 v, float add)
+{
+    Vector3 result = { v.x + add, v.y + add, v.z + add };
+
+    return result;
+}
+
+// Subtract two vectors
+RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
+
+    return result;
+}
+
+// Subtract vector by float value
+RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)
+{
+    Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
+
+    return result;
+}
+
+// Multiply vector by scalar
+RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)
+{
+    Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
+
+    return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
+
+    return result;
+}
+
+// Calculate two vectors cross product
+RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
+
+    return result;
+}
+
+// Calculate one vector perpendicular vector
+RMAPI Vector3 Vector3Perpendicular(Vector3 v)
+{
+    Vector3 result = { 0 };
+
+    float min = fabsf(v.x);
+    Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
+
+    if (fabsf(v.y) < min)
+    {
+        min = fabsf(v.y);
+        Vector3 tmp = {0.0f, 1.0f, 0.0f};
+        cardinalAxis = tmp;
+    }
+
+    if (fabsf(v.z) < min)
+    {
+        Vector3 tmp = {0.0f, 0.0f, 1.0f};
+        cardinalAxis = tmp;
+    }
+
+    // Cross product between vectors
+    result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;
+    result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;
+    result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;
+
+    return result;
+}
+
+// Calculate vector length
+RMAPI float Vector3Length(const Vector3 v)
+{
+    float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+
+    return result;
+}
+
+// Calculate vector square length
+RMAPI float Vector3LengthSqr(const Vector3 v)
+{
+    float result = v.x*v.x + v.y*v.y + v.z*v.z;
+
+    return result;
+}
+
+// Calculate two vectors dot product
+RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2)
+{
+    float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+
+    return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
+{
+    float result = 0.0f;
+
+    float dx = v2.x - v1.x;
+    float dy = v2.y - v1.y;
+    float dz = v2.z - v1.z;
+    result = sqrtf(dx*dx + dy*dy + dz*dz);
+
+    return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
+{
+    float result = 0.0f;
+
+    float dx = v2.x - v1.x;
+    float dy = v2.y - v1.y;
+    float dz = v2.z - v1.z;
+    result = dx*dx + dy*dy + dz*dz;
+
+    return result;
+}
+
+// Calculate angle between two vectors
+RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
+{
+    float result = 0.0f;
+
+    Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
+    float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
+    float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+    result = atan2f(len, dot);
+
+    return result;
+}
+
+// Negate provided vector (invert direction)
+RMAPI Vector3 Vector3Negate(Vector3 v)
+{
+    Vector3 result = { -v.x, -v.y, -v.z };
+
+    return result;
+}
+
+// Divide vector by vector
+RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
+
+    return result;
+}
+
+// Normalize provided vector
+RMAPI Vector3 Vector3Normalize(Vector3 v)
+{
+    Vector3 result = v;
+
+    float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+    if (length != 0.0f)
+    {
+        float ilength = 1.0f/length;
+
+        result.x *= ilength;
+        result.y *= ilength;
+        result.z *= ilength;
+    }
+
+    return result;
+}
+
+//Calculate the projection of the vector v1 on to v2
+RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { 0 };
+
+    float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+    float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+    float mag = v1dv2/v2dv2;
+
+    result.x = v2.x*mag;
+    result.y = v2.y*mag;
+    result.z = v2.z*mag;
+
+    return result;
+}
+
+//Calculate the rejection of the vector v1 on to v2
+RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { 0 };
+
+    float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+    float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+    float mag = v1dv2/v2dv2;
+
+    result.x = v1.x - (v2.x*mag);
+    result.y = v1.y - (v2.y*mag);
+    result.z = v1.z - (v2.z*mag);
+
+    return result;
+}
+
+// Orthonormalize provided vectors
+// Makes vectors normalized and orthogonal to each other
+// Gram-Schmidt function implementation
+RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
+{
+    float length = 0.0f;
+    float ilength = 0.0f;
+
+    // Vector3Normalize(*v1);
+    Vector3 v = *v1;
+    length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+    if (length == 0.0f) length = 1.0f;
+    ilength = 1.0f/length;
+    v1->x *= ilength;
+    v1->y *= ilength;
+    v1->z *= ilength;
+
+    // Vector3CrossProduct(*v1, *v2)
+    Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };
+
+    // Vector3Normalize(vn1);
+    v = vn1;
+    length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+    if (length == 0.0f) length = 1.0f;
+    ilength = 1.0f/length;
+    vn1.x *= ilength;
+    vn1.y *= ilength;
+    vn1.z *= ilength;
+
+    // Vector3CrossProduct(vn1, *v1)
+    Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };
+
+    *v2 = vn2;
+}
+
+// Transforms a Vector3 by a given Matrix
+RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat)
+{
+    Vector3 result = { 0 };
+
+    float x = v.x;
+    float y = v.y;
+    float z = v.z;
+
+    result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
+    result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
+    result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
+
+    return result;
+}
+
+// Transform a vector by quaternion rotation
+RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
+{
+    Vector3 result = { 0 };
+
+    result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
+    result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
+    result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
+
+    return result;
+}
+
+// Rotates a vector around an axis
+RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
+{
+    // Using Euler-Rodrigues Formula
+    // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula
+
+    Vector3 result = v;
+
+    // Vector3Normalize(axis);
+    float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+    if (length == 0.0f) length = 1.0f;
+    float ilength = 1.0f/length;
+    axis.x *= ilength;
+    axis.y *= ilength;
+    axis.z *= ilength;
+
+    angle /= 2.0f;
+    float a = sinf(angle);
+    float b = axis.x*a;
+    float c = axis.y*a;
+    float d = axis.z*a;
+    a = cosf(angle);
+    Vector3 w = { b, c, d };
+
+    // Vector3CrossProduct(w, v)
+    Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
+
+    // Vector3CrossProduct(w, wv)
+    Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
+
+    // Vector3Scale(wv, 2*a)
+    a *= 2;
+    wv.x *= a;
+    wv.y *= a;
+    wv.z *= a;
+
+    // Vector3Scale(wwv, 2)
+    wwv.x *= 2;
+    wwv.y *= 2;
+    wwv.z *= 2;
+
+    result.x += wv.x;
+    result.y += wv.y;
+    result.z += wv.z;
+
+    result.x += wwv.x;
+    result.y += wwv.y;
+    result.z += wwv.z;
+
+    return result;
+}
+
+// Move Vector towards target
+RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
+{
+    Vector3 result = { 0 };
+
+    float dx = target.x - v.x;
+    float dy = target.y - v.y;
+    float dz = target.z - v.z;
+    float value = (dx*dx) + (dy*dy) + (dz*dz);
+
+    if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+    float dist = sqrtf(value);
+
+    result.x = v.x + dx/dist*maxDistance;
+    result.y = v.y + dy/dist*maxDistance;
+    result.z = v.z + dz/dist*maxDistance;
+
+    return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
+{
+    Vector3 result = { 0 };
+
+    result.x = v1.x + amount*(v2.x - v1.x);
+    result.y = v1.y + amount*(v2.y - v1.y);
+    result.z = v1.z + amount*(v2.z - v1.z);
+
+    return result;
+}
+
+// Calculate cubic hermite interpolation between two vectors and their tangents
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
+{
+    Vector3 result = { 0 };
+
+    float amountPow2 = amount*amount;
+    float amountPow3 = amount*amount*amount;
+
+    result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x;
+    result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y;
+    result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z;
+
+    return result;
+}
+
+// Calculate reflected vector to normal
+RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
+{
+    Vector3 result = { 0 };
+
+    // I is the original vector
+    // N is the normal of the incident plane
+    // R = I - (2*N*(DotProduct[I, N]))
+
+    float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);
+
+    result.x = v.x - (2.0f*normal.x)*dotProduct;
+    result.y = v.y - (2.0f*normal.y)*dotProduct;
+    result.z = v.z - (2.0f*normal.z)*dotProduct;
+
+    return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { 0 };
+
+    result.x = fminf(v1.x, v2.x);
+    result.y = fminf(v1.y, v2.y);
+    result.z = fminf(v1.z, v2.z);
+
+    return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2)
+{
+    Vector3 result = { 0 };
+
+    result.x = fmaxf(v1.x, v2.x);
+    result.y = fmaxf(v1.y, v2.y);
+    result.z = fmaxf(v1.z, v2.z);
+
+    return result;
+}
+
+// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
+// NOTE: Assumes P is on the plane of the triangle
+RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+{
+    Vector3 result = { 0 };
+
+    Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z };   // Vector3Subtract(b, a)
+    Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z };   // Vector3Subtract(c, a)
+    Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z };   // Vector3Subtract(p, a)
+    float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z);    // Vector3DotProduct(v0, v0)
+    float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z);    // Vector3DotProduct(v0, v1)
+    float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z);    // Vector3DotProduct(v1, v1)
+    float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z);    // Vector3DotProduct(v2, v0)
+    float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z);    // Vector3DotProduct(v2, v1)
+
+    float denom = d00*d11 - d01*d01;
+
+    result.y = (d11*d20 - d01*d21)/denom;
+    result.z = (d00*d21 - d01*d20)/denom;
+    result.x = 1.0f - (result.z + result.y);
+
+    return result;
+}
+
+// Projects a Vector3 from screen space into object space
+// NOTE: We are avoiding calling other raymath functions despite available
+RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
+{
+    Vector3 result = { 0 };
+
+    // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
+    Matrix matViewProj = {      // MatrixMultiply(view, projection);
+        view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
+        view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
+        view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,
+        view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,
+        view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,
+        view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,
+        view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,
+        view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,
+        view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,
+        view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,
+        view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,
+        view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,
+        view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,
+        view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,
+        view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,
+        view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };
+
+    // Calculate inverted matrix -> MatrixInvert(matViewProj);
+    // Cache the matrix values (speed optimization)
+    float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;
+    float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;
+    float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;
+    float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15;
+
+    float b00 = a00*a11 - a01*a10;
+    float b01 = a00*a12 - a02*a10;
+    float b02 = a00*a13 - a03*a10;
+    float b03 = a01*a12 - a02*a11;
+    float b04 = a01*a13 - a03*a11;
+    float b05 = a02*a13 - a03*a12;
+    float b06 = a20*a31 - a21*a30;
+    float b07 = a20*a32 - a22*a30;
+    float b08 = a20*a33 - a23*a30;
+    float b09 = a21*a32 - a22*a31;
+    float b10 = a21*a33 - a23*a31;
+    float b11 = a22*a33 - a23*a32;
+
+    // Calculate the invert determinant (inlined to avoid double-caching)
+    float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
+
+    Matrix matViewProjInv = {
+        (a11*b11 - a12*b10 + a13*b09)*invDet,
+        (-a01*b11 + a02*b10 - a03*b09)*invDet,
+        (a31*b05 - a32*b04 + a33*b03)*invDet,
+        (-a21*b05 + a22*b04 - a23*b03)*invDet,
+        (-a10*b11 + a12*b08 - a13*b07)*invDet,
+        (a00*b11 - a02*b08 + a03*b07)*invDet,
+        (-a30*b05 + a32*b02 - a33*b01)*invDet,
+        (a20*b05 - a22*b02 + a23*b01)*invDet,
+        (a10*b10 - a11*b08 + a13*b06)*invDet,
+        (-a00*b10 + a01*b08 - a03*b06)*invDet,
+        (a30*b04 - a31*b02 + a33*b00)*invDet,
+        (-a20*b04 + a21*b02 - a23*b00)*invDet,
+        (-a10*b09 + a11*b07 - a12*b06)*invDet,
+        (a00*b09 - a01*b07 + a02*b06)*invDet,
+        (-a30*b03 + a31*b01 - a32*b00)*invDet,
+        (a20*b03 - a21*b01 + a22*b00)*invDet };
+
+    // Create quaternion from source point
+    Quaternion quat = { source.x, source.y, source.z, 1.0f };
+
+    // Multiply quat point by unprojecte matrix
+    Quaternion qtransformed = {     // QuaternionTransform(quat, matViewProjInv)
+        matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
+        matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
+        matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,
+        matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };
+
+    // Normalized world points in vectors
+    result.x = qtransformed.x/qtransformed.w;
+    result.y = qtransformed.y/qtransformed.w;
+    result.z = qtransformed.z/qtransformed.w;
+
+    return result;
+}
+
+// Get Vector3 as float array
+RMAPI float3 Vector3ToFloatV(Vector3 v)
+{
+    float3 buffer = { 0 };
+
+    buffer.v[0] = v.x;
+    buffer.v[1] = v.y;
+    buffer.v[2] = v.z;
+
+    return buffer;
+}
+
+// Invert the given vector
+RMAPI Vector3 Vector3Invert(Vector3 v)
+{
+    Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };
+
+    return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
+{
+    Vector3 result = { 0 };
+
+    result.x = fminf(max.x, fmaxf(min.x, v.x));
+    result.y = fminf(max.y, fmaxf(min.y, v.y));
+    result.z = fminf(max.z, fmaxf(min.z, v.z));
+
+    return result;
+}
+
+// Clamp the magnitude of the vector between two values
+RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
+{
+    Vector3 result = v;
+
+    float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
+    if (length > 0.0f)
+    {
+        length = sqrtf(length);
+
+        float scale = 1;    // By default, 1 as the neutral element.
+        if (length < min)
+        {
+            scale = min/length;
+        }
+        else if (length > max)
+        {
+            scale = max/length;
+        }
+
+        result.x = v.x*scale;
+        result.y = v.y*scale;
+        result.z = v.z*scale;
+    }
+
+    return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector3Equals(Vector3 p, Vector3 q)
+{
+#if !defined(EPSILON)
+    #define EPSILON 0.000001f
+#endif
+
+    int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+                 ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+                 ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
+
+    return result;
+}
+
+// Compute the direction of a refracted ray
+// v: normalized direction of the incoming ray
+// n: normalized normal vector of the interface of two optical media
+// r: ratio of the refractive index of the medium from where the ray comes
+//    to the refractive index of the medium on the other side of the surface
+RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
+{
+    Vector3 result = { 0 };
+
+    float dot = v.x*n.x + v.y*n.y + v.z*n.z;
+    float d = 1.0f - r*r*(1.0f - dot*dot);
+
+    if (d >= 0.0f)
+    {
+        d = sqrtf(d);
+        v.x = r*v.x - (r*dot + d)*n.x;
+        v.y = r*v.y - (r*dot + d)*n.y;
+        v.z = r*v.z - (r*dot + d)*n.z;
+
+        result = v;
+    }
+
+    return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector4 math
+//----------------------------------------------------------------------------------
+
+RMAPI Vector4 Vector4Zero(void)
+{
+    Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f };
+    return result;
+}
+
+RMAPI Vector4 Vector4One(void)
+{
+    Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f };
+    return result;
+}
+
+RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2)
+{
+    Vector4 result = {
+        v1.x + v2.x,
+        v1.y + v2.y,
+        v1.z + v2.z,
+        v1.w + v2.w
+    };
+    return result;
+}
+
+RMAPI Vector4 Vector4AddValue(Vector4 v, float add)
+{
+    Vector4 result = {
+        v.x + add,
+        v.y + add,
+        v.z + add,
+        v.w + add
+    };
+    return result;
+}
+
+RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)
+{
+    Vector4 result = {
+        v1.x - v2.x,
+        v1.y - v2.y,
+        v1.z - v2.z,
+        v1.w - v2.w
+    };
+    return result;
+}
+
+RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add)
+{
+    Vector4 result = {
+        v.x - add,
+        v.y - add,
+        v.z - add,
+        v.w - add
+    };
+    return result;
+}
+
+RMAPI float Vector4Length(Vector4 v)
+{
+    float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+    return result;
+}
+
+RMAPI float Vector4LengthSqr(Vector4 v)
+{
+    float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w);
+    return result;
+}
+
+RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2)
+{
+    float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w);
+    return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector4Distance(Vector4 v1, Vector4 v2)
+{
+    float result = sqrtf(
+        (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+        (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w));
+    return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2)
+{
+    float result =
+        (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+        (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w);
+
+    return result;
+}
+
+RMAPI Vector4 Vector4Scale(Vector4 v, float scale)
+{
+    Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale };
+    return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)
+{
+    Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w };
+    return result;
+}
+
+// Negate vector
+RMAPI Vector4 Vector4Negate(Vector4 v)
+{
+    Vector4 result = { -v.x, -v.y, -v.z, -v.w };
+    return result;
+}
+
+// Divide vector by vector
+RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
+{
+    Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w };
+    return result;
+}
+
+// Normalize provided vector
+RMAPI Vector4 Vector4Normalize(Vector4 v)
+{
+    Vector4 result = { 0 };
+    float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+
+    if (length > 0)
+    {
+        float ilength = 1.0f/length;
+        result.x = v.x*ilength;
+        result.y = v.y*ilength;
+        result.z = v.z*ilength;
+        result.w = v.w*ilength;
+    }
+
+    return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2)
+{
+    Vector4 result = { 0 };
+
+    result.x = fminf(v1.x, v2.x);
+    result.y = fminf(v1.y, v2.y);
+    result.z = fminf(v1.z, v2.z);
+    result.w = fminf(v1.w, v2.w);
+
+    return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2)
+{
+    Vector4 result = { 0 };
+
+    result.x = fmaxf(v1.x, v2.x);
+    result.y = fmaxf(v1.y, v2.y);
+    result.z = fmaxf(v1.z, v2.z);
+    result.w = fmaxf(v1.w, v2.w);
+
+    return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)
+{
+    Vector4 result = { 0 };
+
+    result.x = v1.x + amount*(v2.x - v1.x);
+    result.y = v1.y + amount*(v2.y - v1.y);
+    result.z = v1.z + amount*(v2.z - v1.z);
+    result.w = v1.w + amount*(v2.w - v1.w);
+
+    return result;
+}
+
+// Move Vector towards target
+RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
+{
+    Vector4 result = { 0 };
+
+    float dx = target.x - v.x;
+    float dy = target.y - v.y;
+    float dz = target.z - v.z;
+    float dw = target.w - v.w;
+    float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
+
+    if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+    float dist = sqrtf(value);
+
+    result.x = v.x + dx/dist*maxDistance;
+    result.y = v.y + dy/dist*maxDistance;
+    result.z = v.z + dz/dist*maxDistance;
+    result.w = v.w + dw/dist*maxDistance;
+
+    return result;
+}
+
+// Invert the given vector
+RMAPI Vector4 Vector4Invert(Vector4 v)
+{
+    Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w };
+    return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector4Equals(Vector4 p, Vector4 q)
+{
+#if !defined(EPSILON)
+    #define EPSILON 0.000001f
+#endif
+
+    int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+                  ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+                  ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+                  ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))));
+    return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix math
+//----------------------------------------------------------------------------------
+
+// Compute matrix determinant
+RMAPI float MatrixDeterminant(Matrix mat)
+{
+    float result = 0.0f;
+
+    // Cache the matrix values (speed optimization)
+    float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
+    float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
+    float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
+    float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
+
+    result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
+             a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
+             a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
+             a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
+             a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
+             a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
+
+    return result;
+}
+
+// Get the trace of the matrix (sum of the values along the diagonal)
+RMAPI float MatrixTrace(Matrix mat)
+{
+    float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
+
+    return result;
+}
+
+// Transposes provided matrix
+RMAPI Matrix MatrixTranspose(Matrix mat)
+{
+    Matrix result = { 0 };
+
+    result.m0 = mat.m0;
+    result.m1 = mat.m4;
+    result.m2 = mat.m8;
+    result.m3 = mat.m12;
+    result.m4 = mat.m1;
+    result.m5 = mat.m5;
+    result.m6 = mat.m9;
+    result.m7 = mat.m13;
+    result.m8 = mat.m2;
+    result.m9 = mat.m6;
+    result.m10 = mat.m10;
+    result.m11 = mat.m14;
+    result.m12 = mat.m3;
+    result.m13 = mat.m7;
+    result.m14 = mat.m11;
+    result.m15 = mat.m15;
+
+    return result;
+}
+
+// Invert provided matrix
+RMAPI Matrix MatrixInvert(Matrix mat)
+{
+    Matrix result = { 0 };
+
+    // Cache the matrix values (speed optimization)
+    float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
+    float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
+    float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
+    float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
+
+    float b00 = a00*a11 - a01*a10;
+    float b01 = a00*a12 - a02*a10;
+    float b02 = a00*a13 - a03*a10;
+    float b03 = a01*a12 - a02*a11;
+    float b04 = a01*a13 - a03*a11;
+    float b05 = a02*a13 - a03*a12;
+    float b06 = a20*a31 - a21*a30;
+    float b07 = a20*a32 - a22*a30;
+    float b08 = a20*a33 - a23*a30;
+    float b09 = a21*a32 - a22*a31;
+    float b10 = a21*a33 - a23*a31;
+    float b11 = a22*a33 - a23*a32;
+
+    // Calculate the invert determinant (inlined to avoid double-caching)
+    float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
+
+    result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
+    result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
+    result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
+    result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
+    result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
+    result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
+    result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
+    result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
+    result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
+    result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
+    result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
+    result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
+    result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
+    result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
+    result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
+    result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
+
+    return result;
+}
+
+// Get identity matrix
+RMAPI Matrix MatrixIdentity(void)
+{
+    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
+                      0.0f, 1.0f, 0.0f, 0.0f,
+                      0.0f, 0.0f, 1.0f, 0.0f,
+                      0.0f, 0.0f, 0.0f, 1.0f };
+
+    return result;
+}
+
+// Add two matrices
+RMAPI Matrix MatrixAdd(Matrix left, Matrix right)
+{
+    Matrix result = { 0 };
+
+    result.m0 = left.m0 + right.m0;
+    result.m1 = left.m1 + right.m1;
+    result.m2 = left.m2 + right.m2;
+    result.m3 = left.m3 + right.m3;
+    result.m4 = left.m4 + right.m4;
+    result.m5 = left.m5 + right.m5;
+    result.m6 = left.m6 + right.m6;
+    result.m7 = left.m7 + right.m7;
+    result.m8 = left.m8 + right.m8;
+    result.m9 = left.m9 + right.m9;
+    result.m10 = left.m10 + right.m10;
+    result.m11 = left.m11 + right.m11;
+    result.m12 = left.m12 + right.m12;
+    result.m13 = left.m13 + right.m13;
+    result.m14 = left.m14 + right.m14;
+    result.m15 = left.m15 + right.m15;
+
+    return result;
+}
+
+// Subtract two matrices (left - right)
+RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)
+{
+    Matrix result = { 0 };
+
+    result.m0 = left.m0 - right.m0;
+    result.m1 = left.m1 - right.m1;
+    result.m2 = left.m2 - right.m2;
+    result.m3 = left.m3 - right.m3;
+    result.m4 = left.m4 - right.m4;
+    result.m5 = left.m5 - right.m5;
+    result.m6 = left.m6 - right.m6;
+    result.m7 = left.m7 - right.m7;
+    result.m8 = left.m8 - right.m8;
+    result.m9 = left.m9 - right.m9;
+    result.m10 = left.m10 - right.m10;
+    result.m11 = left.m11 - right.m11;
+    result.m12 = left.m12 - right.m12;
+    result.m13 = left.m13 - right.m13;
+    result.m14 = left.m14 - right.m14;
+    result.m15 = left.m15 - right.m15;
+
+    return result;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+RMAPI Matrix MatrixMultiply(Matrix left, Matrix right)
+{
+    Matrix result = { 0 };
+
+    result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
+    result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
+    result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
+    result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
+    result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
+    result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
+    result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
+    result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
+    result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
+    result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
+    result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
+    result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
+    result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
+    result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
+    result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
+    result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
+
+    return result;
+}
+
+// Get translation matrix
+RMAPI Matrix MatrixTranslate(float x, float y, float z)
+{
+    Matrix result = { 1.0f, 0.0f, 0.0f, x,
+                      0.0f, 1.0f, 0.0f, y,
+                      0.0f, 0.0f, 1.0f, z,
+                      0.0f, 0.0f, 0.0f, 1.0f };
+
+    return result;
+}
+
+// Create rotation matrix from axis and angle
+// NOTE: Angle should be provided in radians
+RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
+{
+    Matrix result = { 0 };
+
+    float x = axis.x, y = axis.y, z = axis.z;
+
+    float lengthSquared = x*x + y*y + z*z;
+
+    if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
+    {
+        float ilength = 1.0f/sqrtf(lengthSquared);
+        x *= ilength;
+        y *= ilength;
+        z *= ilength;
+    }
+
+    float sinres = sinf(angle);
+    float cosres = cosf(angle);
+    float t = 1.0f - cosres;
+
+    result.m0 = x*x*t + cosres;
+    result.m1 = y*x*t + z*sinres;
+    result.m2 = z*x*t - y*sinres;
+    result.m3 = 0.0f;
+
+    result.m4 = x*y*t - z*sinres;
+    result.m5 = y*y*t + cosres;
+    result.m6 = z*y*t + x*sinres;
+    result.m7 = 0.0f;
+
+    result.m8 = x*z*t + y*sinres;
+    result.m9 = y*z*t - x*sinres;
+    result.m10 = z*z*t + cosres;
+    result.m11 = 0.0f;
+
+    result.m12 = 0.0f;
+    result.m13 = 0.0f;
+    result.m14 = 0.0f;
+    result.m15 = 1.0f;
+
+    return result;
+}
+
+// Get x-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateX(float angle)
+{
+    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
+                      0.0f, 1.0f, 0.0f, 0.0f,
+                      0.0f, 0.0f, 1.0f, 0.0f,
+                      0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
+
+    float cosres = cosf(angle);
+    float sinres = sinf(angle);
+
+    result.m5 = cosres;
+    result.m6 = sinres;
+    result.m9 = -sinres;
+    result.m10 = cosres;
+
+    return result;
+}
+
+// Get y-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateY(float angle)
+{
+    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
+                      0.0f, 1.0f, 0.0f, 0.0f,
+                      0.0f, 0.0f, 1.0f, 0.0f,
+                      0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
+
+    float cosres = cosf(angle);
+    float sinres = sinf(angle);
+
+    result.m0 = cosres;
+    result.m2 = -sinres;
+    result.m8 = sinres;
+    result.m10 = cosres;
+
+    return result;
+}
+
+// Get z-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZ(float angle)
+{
+    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
+                      0.0f, 1.0f, 0.0f, 0.0f,
+                      0.0f, 0.0f, 1.0f, 0.0f,
+                      0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
+
+    float cosres = cosf(angle);
+    float sinres = sinf(angle);
+
+    result.m0 = cosres;
+    result.m1 = sinres;
+    result.m4 = -sinres;
+    result.m5 = cosres;
+
+    return result;
+}
+
+
+// Get xyz-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
+{
+    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
+                      0.0f, 1.0f, 0.0f, 0.0f,
+                      0.0f, 0.0f, 1.0f, 0.0f,
+                      0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
+
+    float cosz = cosf(-angle.z);
+    float sinz = sinf(-angle.z);
+    float cosy = cosf(-angle.y);
+    float siny = sinf(-angle.y);
+    float cosx = cosf(-angle.x);
+    float sinx = sinf(-angle.x);
+
+    result.m0 = cosz*cosy;
+    result.m1 = (cosz*siny*sinx) - (sinz*cosx);
+    result.m2 = (cosz*siny*cosx) + (sinz*sinx);
+
+    result.m4 = sinz*cosy;
+    result.m5 = (sinz*siny*sinx) + (cosz*cosx);
+    result.m6 = (sinz*siny*cosx) - (cosz*sinx);
+
+    result.m8 = -siny;
+    result.m9 = cosy*sinx;
+    result.m10= cosy*cosx;
+
+    return result;
+}
+
+// Get zyx-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZYX(Vector3 angle)
+{
+    Matrix result = { 0 };
+
+    float cz = cosf(angle.z);
+    float sz = sinf(angle.z);
+    float cy = cosf(angle.y);
+    float sy = sinf(angle.y);
+    float cx = cosf(angle.x);
+    float sx = sinf(angle.x);
+
+    result.m0 = cz*cy;
+    result.m4 = cz*sy*sx - cx*sz;
+    result.m8 = sz*sx + cz*cx*sy;
+    result.m12 = 0;
+
+    result.m1 = cy*sz;
+    result.m5 = cz*cx + sz*sy*sx;
+    result.m9 = cx*sz*sy - cz*sx;
+    result.m13 = 0;
+
+    result.m2 = -sy;
+    result.m6 = cy*sx;
+    result.m10 = cy*cx;
+    result.m14 = 0;
+
+    result.m3 = 0;
+    result.m7 = 0;
+    result.m11 = 0;
+    result.m15 = 1;
+
+    return result;
+}
+
+// Get scaling matrix
+RMAPI Matrix MatrixScale(float x, float y, float z)
+{
+    Matrix result = { x, 0.0f, 0.0f, 0.0f,
+                      0.0f, y, 0.0f, 0.0f,
+                      0.0f, 0.0f, z, 0.0f,
+                      0.0f, 0.0f, 0.0f, 1.0f };
+
+    return result;
+}
+
+// Get perspective projection matrix
+RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane)
+{
+    Matrix result = { 0 };
+
+    float rl = (float)(right - left);
+    float tb = (float)(top - bottom);
+    float fn = (float)(farPlane - nearPlane);
+
+    result.m0 = ((float)nearPlane*2.0f)/rl;
+    result.m1 = 0.0f;
+    result.m2 = 0.0f;
+    result.m3 = 0.0f;
+
+    result.m4 = 0.0f;
+    result.m5 = ((float)nearPlane*2.0f)/tb;
+    result.m6 = 0.0f;
+    result.m7 = 0.0f;
+
+    result.m8 = ((float)right + (float)left)/rl;
+    result.m9 = ((float)top + (float)bottom)/tb;
+    result.m10 = -((float)farPlane + (float)nearPlane)/fn;
+    result.m11 = -1.0f;
+
+    result.m12 = 0.0f;
+    result.m13 = 0.0f;
+    result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
+    result.m15 = 0.0f;
+
+    return result;
+}
+
+// Get perspective projection matrix
+// NOTE: Fovy angle must be provided in radians
+RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
+{
+    Matrix result = { 0 };
+
+    double top = nearPlane*tan(fovY*0.5);
+    double bottom = -top;
+    double right = top*aspect;
+    double left = -right;
+
+    // MatrixFrustum(-right, right, -top, top, near, far);
+    float rl = (float)(right - left);
+    float tb = (float)(top - bottom);
+    float fn = (float)(farPlane - nearPlane);
+
+    result.m0 = ((float)nearPlane*2.0f)/rl;
+    result.m5 = ((float)nearPlane*2.0f)/tb;
+    result.m8 = ((float)right + (float)left)/rl;
+    result.m9 = ((float)top + (float)bottom)/tb;
+    result.m10 = -((float)farPlane + (float)nearPlane)/fn;
+    result.m11 = -1.0f;
+    result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
+
+    return result;
+}
+
+// Get orthographic projection matrix
+RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
+{
+    Matrix result = { 0 };
+
+    float rl = (float)(right - left);
+    float tb = (float)(top - bottom);
+    float fn = (float)(farPlane - nearPlane);
+
+    result.m0 = 2.0f/rl;
+    result.m1 = 0.0f;
+    result.m2 = 0.0f;
+    result.m3 = 0.0f;
+    result.m4 = 0.0f;
+    result.m5 = 2.0f/tb;
+    result.m6 = 0.0f;
+    result.m7 = 0.0f;
+    result.m8 = 0.0f;
+    result.m9 = 0.0f;
+    result.m10 = -2.0f/fn;
+    result.m11 = 0.0f;
+    result.m12 = -((float)left + (float)right)/rl;
+    result.m13 = -((float)top + (float)bottom)/tb;
+    result.m14 = -((float)farPlane + (float)nearPlane)/fn;
+    result.m15 = 1.0f;
+
+    return result;
+}
+
+// Get camera look-at matrix (view matrix)
+RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
+{
+    Matrix result = { 0 };
+
+    float length = 0.0f;
+    float ilength = 0.0f;
+
+    // Vector3Subtract(eye, target)
+    Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };
+
+    // Vector3Normalize(vz)
+    Vector3 v = vz;
+    length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+    if (length == 0.0f) length = 1.0f;
+    ilength = 1.0f/length;
+    vz.x *= ilength;
+    vz.y *= ilength;
+    vz.z *= ilength;
+
+    // Vector3CrossProduct(up, vz)
+    Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };
+
+    // Vector3Normalize(x)
+    v = vx;
+    length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+    if (length == 0.0f) length = 1.0f;
+    ilength = 1.0f/length;
+    vx.x *= ilength;
+    vx.y *= ilength;
+    vx.z *= ilength;
+
+    // Vector3CrossProduct(vz, vx)
+    Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };
+
+    result.m0 = vx.x;
+    result.m1 = vy.x;
+    result.m2 = vz.x;
+    result.m3 = 0.0f;
+    result.m4 = vx.y;
+    result.m5 = vy.y;
+    result.m6 = vz.y;
+    result.m7 = 0.0f;
+    result.m8 = vx.z;
+    result.m9 = vy.z;
+    result.m10 = vz.z;
+    result.m11 = 0.0f;
+    result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z);   // Vector3DotProduct(vx, eye)
+    result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z);   // Vector3DotProduct(vy, eye)
+    result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z);   // Vector3DotProduct(vz, eye)
+    result.m15 = 1.0f;
+
+    return result;
+}
+
+// Get float array of matrix data
+RMAPI float16 MatrixToFloatV(Matrix mat)
+{
+    float16 result = { 0 };
+
+    result.v[0] = mat.m0;
+    result.v[1] = mat.m1;
+    result.v[2] = mat.m2;
+    result.v[3] = mat.m3;
+    result.v[4] = mat.m4;
+    result.v[5] = mat.m5;
+    result.v[6] = mat.m6;
+    result.v[7] = mat.m7;
+    result.v[8] = mat.m8;
+    result.v[9] = mat.m9;
+    result.v[10] = mat.m10;
+    result.v[11] = mat.m11;
+    result.v[12] = mat.m12;
+    result.v[13] = mat.m13;
+    result.v[14] = mat.m14;
+    result.v[15] = mat.m15;
+
+    return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Quaternion math
+//----------------------------------------------------------------------------------
+
+// Add two quaternions
+RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
+{
+    Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
+
+    return result;
+}
+
+// Add quaternion and float value
+RMAPI Quaternion QuaternionAddValue(Quaternion q, float add)
+{
+    Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
+
+    return result;
+}
+
+// Subtract two quaternions
+RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
+{
+    Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
+
+    return result;
+}
+
+// Subtract quaternion and float value
+RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)
+{
+    Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
+
+    return result;
+}
+
+// Get identity quaternion
+RMAPI Quaternion QuaternionIdentity(void)
+{
+    Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+    return result;
+}
+
+// Computes the length of a quaternion
+RMAPI float QuaternionLength(Quaternion q)
+{
+    float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+
+    return result;
+}
+
+// Normalize provided quaternion
+RMAPI Quaternion QuaternionNormalize(Quaternion q)
+{
+    Quaternion result = { 0 };
+
+    float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+    if (length == 0.0f) length = 1.0f;
+    float ilength = 1.0f/length;
+
+    result.x = q.x*ilength;
+    result.y = q.y*ilength;
+    result.z = q.z*ilength;
+    result.w = q.w*ilength;
+
+    return result;
+}
+
+// Invert provided quaternion
+RMAPI Quaternion QuaternionInvert(Quaternion q)
+{
+    Quaternion result = q;
+
+    float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
+
+    if (lengthSq != 0.0f)
+    {
+        float invLength = 1.0f/lengthSq;
+
+        result.x *= -invLength;
+        result.y *= -invLength;
+        result.z *= -invLength;
+        result.w *= invLength;
+    }
+
+    return result;
+}
+
+// Calculate two quaternion multiplication
+RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
+{
+    Quaternion result = { 0 };
+
+    float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
+    float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
+
+    result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
+    result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
+    result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
+    result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
+
+    return result;
+}
+
+// Scale quaternion by float value
+RMAPI Quaternion QuaternionScale(Quaternion q, float mul)
+{
+    Quaternion result = { 0 };
+
+    result.x = q.x*mul;
+    result.y = q.y*mul;
+    result.z = q.z*mul;
+    result.w = q.w*mul;
+
+    return result;
+}
+
+// Divide two quaternions
+RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
+{
+    Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w };
+
+    return result;
+}
+
+// Calculate linear interpolation between two quaternions
+RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
+{
+    Quaternion result = { 0 };
+
+    result.x = q1.x + amount*(q2.x - q1.x);
+    result.y = q1.y + amount*(q2.y - q1.y);
+    result.z = q1.z + amount*(q2.z - q1.z);
+    result.w = q1.w + amount*(q2.w - q1.w);
+
+    return result;
+}
+
+// Calculate slerp-optimized interpolation between two quaternions
+RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
+{
+    Quaternion result = { 0 };
+
+    // QuaternionLerp(q1, q2, amount)
+    result.x = q1.x + amount*(q2.x - q1.x);
+    result.y = q1.y + amount*(q2.y - q1.y);
+    result.z = q1.z + amount*(q2.z - q1.z);
+    result.w = q1.w + amount*(q2.w - q1.w);
+
+    // QuaternionNormalize(q);
+    Quaternion q = result;
+    float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+    if (length == 0.0f) length = 1.0f;
+    float ilength = 1.0f/length;
+
+    result.x = q.x*ilength;
+    result.y = q.y*ilength;
+    result.z = q.z*ilength;
+    result.w = q.w*ilength;
+
+    return result;
+}
+
+// Calculates spherical linear interpolation between two quaternions
+RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
+{
+    Quaternion result = { 0 };
+
+#if !defined(EPSILON)
+    #define EPSILON 0.000001f
+#endif
+
+    float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
+
+    if (cosHalfTheta < 0)
+    {
+        q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
+        cosHalfTheta = -cosHalfTheta;
+    }
+
+    if (fabsf(cosHalfTheta) >= 1.0f) result = q1;
+    else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
+    else
+    {
+        float halfTheta = acosf(cosHalfTheta);
+        float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
+
+        if (fabsf(sinHalfTheta) < EPSILON)
+        {
+            result.x = (q1.x*0.5f + q2.x*0.5f);
+            result.y = (q1.y*0.5f + q2.y*0.5f);
+            result.z = (q1.z*0.5f + q2.z*0.5f);
+            result.w = (q1.w*0.5f + q2.w*0.5f);
+        }
+        else
+        {
+            float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
+            float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
+
+            result.x = (q1.x*ratioA + q2.x*ratioB);
+            result.y = (q1.y*ratioA + q2.y*ratioB);
+            result.z = (q1.z*ratioA + q2.z*ratioB);
+            result.w = (q1.w*ratioA + q2.w*ratioB);
+        }
+    }
+
+    return result;
+}
+
+// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
+{
+    float t2 = t*t;
+    float t3 = t2*t;
+    float h00 = 2*t3 - 3*t2 + 1;
+    float h10 = t3 - 2*t2 + t;
+    float h01 = -2*t3 + 3*t2;
+    float h11 = t3 - t2;
+
+    Quaternion p0 = QuaternionScale(q1, h00);
+    Quaternion m0 = QuaternionScale(outTangent1, h10);
+    Quaternion p1 = QuaternionScale(q2, h01);
+    Quaternion m1 = QuaternionScale(inTangent2, h11);
+
+    Quaternion result = { 0 };
+
+    result = QuaternionAdd(p0, m0);
+    result = QuaternionAdd(result, p1);
+    result = QuaternionAdd(result, m1);
+    result = QuaternionNormalize(result);
+
+    return result;
+}
+
+// Calculate quaternion based on the rotation from one vector to another
+RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
+{
+    Quaternion result = { 0 };
+
+    float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z);    // Vector3DotProduct(from, to)
+    Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
+
+    result.x = cross.x;
+    result.y = cross.y;
+    result.z = cross.z;
+    result.w = 1.0f + cos2Theta;
+
+    // QuaternionNormalize(q);
+    // NOTE: Normalize to essentially nlerp the original and identity to 0.5
+    Quaternion q = result;
+    float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+    if (length == 0.0f) length = 1.0f;
+    float ilength = 1.0f/length;
+
+    result.x = q.x*ilength;
+    result.y = q.y*ilength;
+    result.z = q.z*ilength;
+    result.w = q.w*ilength;
+
+    return result;
+}
+
+// Get a quaternion for a given rotation matrix
+RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
+{
+    Quaternion result = { 0 };
+
+    float fourWSquaredMinus1 = mat.m0  + mat.m5 + mat.m10;
+    float fourXSquaredMinus1 = mat.m0  - mat.m5 - mat.m10;
+    float fourYSquaredMinus1 = mat.m5  - mat.m0 - mat.m10;
+    float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
+
+    int biggestIndex = 0;
+    float fourBiggestSquaredMinus1 = fourWSquaredMinus1;
+    if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)
+    {
+        fourBiggestSquaredMinus1 = fourXSquaredMinus1;
+        biggestIndex = 1;
+    }
+
+    if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)
+    {
+        fourBiggestSquaredMinus1 = fourYSquaredMinus1;
+        biggestIndex = 2;
+    }
+
+    if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)
+    {
+        fourBiggestSquaredMinus1 = fourZSquaredMinus1;
+        biggestIndex = 3;
+    }
+
+    float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
+    float mult = 0.25f/biggestVal;
+
+    switch (biggestIndex)
+    {
+        case 0:
+            result.w = biggestVal;
+            result.x = (mat.m6 - mat.m9)*mult;
+            result.y = (mat.m8 - mat.m2)*mult;
+            result.z = (mat.m1 - mat.m4)*mult;
+            break;
+        case 1:
+            result.x = biggestVal;
+            result.w = (mat.m6 - mat.m9)*mult;
+            result.y = (mat.m1 + mat.m4)*mult;
+            result.z = (mat.m8 + mat.m2)*mult;
+            break;
+        case 2:
+            result.y = biggestVal;
+            result.w = (mat.m8 - mat.m2)*mult;
+            result.x = (mat.m1 + mat.m4)*mult;
+            result.z = (mat.m6 + mat.m9)*mult;
+            break;
+        case 3:
+            result.z = biggestVal;
+            result.w = (mat.m1 - mat.m4)*mult;
+            result.x = (mat.m8 + mat.m2)*mult;
+            result.y = (mat.m6 + mat.m9)*mult;
+            break;
+    }
+
+    return result;
+}
+
+// Get a matrix for a given quaternion
+RMAPI Matrix QuaternionToMatrix(Quaternion q)
+{
+    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
+                      0.0f, 1.0f, 0.0f, 0.0f,
+                      0.0f, 0.0f, 1.0f, 0.0f,
+                      0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity()
+
+    float a2 = q.x*q.x;
+    float b2 = q.y*q.y;
+    float c2 = q.z*q.z;
+    float ac = q.x*q.z;
+    float ab = q.x*q.y;
+    float bc = q.y*q.z;
+    float ad = q.w*q.x;
+    float bd = q.w*q.y;
+    float cd = q.w*q.z;
+
+    result.m0 = 1 - 2*(b2 + c2);
+    result.m1 = 2*(ab + cd);
+    result.m2 = 2*(ac - bd);
+
+    result.m4 = 2*(ab - cd);
+    result.m5 = 1 - 2*(a2 + c2);
+    result.m6 = 2*(bc + ad);
+
+    result.m8 = 2*(ac + bd);
+    result.m9 = 2*(bc - ad);
+    result.m10 = 1 - 2*(a2 + b2);
+
+    return result;
+}
+
+// Get rotation quaternion for an angle and axis
+// NOTE: Angle must be provided in radians
+RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
+{
+    Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+    float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+
+    if (axisLength != 0.0f)
+    {
+        angle *= 0.5f;
+
+        float length = 0.0f;
+        float ilength = 0.0f;
+
+        // Vector3Normalize(axis)
+        length = axisLength;
+        if (length == 0.0f) length = 1.0f;
+        ilength = 1.0f/length;
+        axis.x *= ilength;
+        axis.y *= ilength;
+        axis.z *= ilength;
+
+        float sinres = sinf(angle);
+        float cosres = cosf(angle);
+
+        result.x = axis.x*sinres;
+        result.y = axis.y*sinres;
+        result.z = axis.z*sinres;
+        result.w = cosres;
+
+        // QuaternionNormalize(q);
+        Quaternion q = result;
+        length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+        if (length == 0.0f) length = 1.0f;
+        ilength = 1.0f/length;
+        result.x = q.x*ilength;
+        result.y = q.y*ilength;
+        result.z = q.z*ilength;
+        result.w = q.w*ilength;
+    }
+
+    return result;
+}
+
+// Get the rotation angle and axis for a given quaternion
+RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
+{
+    if (fabsf(q.w) > 1.0f)
+    {
+        // QuaternionNormalize(q);
+        float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+        if (length == 0.0f) length = 1.0f;
+        float ilength = 1.0f/length;
+
+        q.x = q.x*ilength;
+        q.y = q.y*ilength;
+        q.z = q.z*ilength;
+        q.w = q.w*ilength;
+    }
+
+    Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
+    float resAngle = 2.0f*acosf(q.w);
+    float den = sqrtf(1.0f - q.w*q.w);
+
+    if (den > EPSILON)
+    {
+        resAxis.x = q.x/den;
+        resAxis.y = q.y/den;
+        resAxis.z = q.z/den;
+    }
+    else
+    {
+        // This occurs when the angle is zero.
+        // Not a problem: just set an arbitrary normalized axis.
+        resAxis.x = 1.0f;
+    }
+
+    *outAxis = resAxis;
+    *outAngle = resAngle;
+}
+
+// Get the quaternion equivalent to Euler angles
+// NOTE: Rotation order is ZYX
+RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
+{
+    Quaternion result = { 0 };
+
+    float x0 = cosf(pitch*0.5f);
+    float x1 = sinf(pitch*0.5f);
+    float y0 = cosf(yaw*0.5f);
+    float y1 = sinf(yaw*0.5f);
+    float z0 = cosf(roll*0.5f);
+    float z1 = sinf(roll*0.5f);
+
+    result.x = x1*y0*z0 - x0*y1*z1;
+    result.y = x0*y1*z0 + x1*y0*z1;
+    result.z = x0*y0*z1 - x1*y1*z0;
+    result.w = x0*y0*z0 + x1*y1*z1;
+
+    return result;
+}
+
+// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// NOTE: Angles are returned in a Vector3 struct in radians
+RMAPI Vector3 QuaternionToEuler(Quaternion q)
+{
+    Vector3 result = { 0 };
+
+    // Roll (x-axis rotation)
+    float x0 = 2.0f*(q.w*q.x + q.y*q.z);
+    float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
+    result.x = atan2f(x0, x1);
+
+    // Pitch (y-axis rotation)
+    float y0 = 2.0f*(q.w*q.y - q.z*q.x);
+    y0 = y0 > 1.0f ? 1.0f : y0;
+    y0 = y0 < -1.0f ? -1.0f : y0;
+    result.y = asinf(y0);
+
+    // Yaw (z-axis rotation)
+    float z0 = 2.0f*(q.w*q.z + q.x*q.y);
+    float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
+    result.z = atan2f(z0, z1);
+
+    return result;
+}
+
+// Transform a quaternion given a transformation matrix
+RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)
+{
+    Quaternion result = { 0 };
+
+    result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
+    result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
+    result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
+    result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
+
+    return result;
+}
+
+// Check whether two given quaternions are almost equal
+RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
+{
+#if !defined(EPSILON)
+    #define EPSILON 0.000001f
+#endif
+
+    int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+                  ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+                  ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+                  ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
+                 (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+                  ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+                  ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+                  ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));
+
+    return result;
+}
+
+// Decompose a transformation matrix into its rotational, translational and scaling components
+RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
+{
+    // Extract translation.
+    translation->x = mat.m12;
+    translation->y = mat.m13;
+    translation->z = mat.m14;
+
+    // Extract upper-left for determinant computation
+    const float a = mat.m0;
+    const float b = mat.m4;
+    const float c = mat.m8;
+    const float d = mat.m1;
+    const float e = mat.m5;
+    const float f = mat.m9;
+    const float g = mat.m2;
+    const float h = mat.m6;
+    const float i = mat.m10;
+    const float A = e*i - f*h;
+    const float B = f*g - d*i;
+    const float C = d*h - e*g;
+
+    // Extract scale
+    const float det = a*A + b*B + c*C;
+    Vector3 abc = { a, b, c };
+    Vector3 def = { d, e, f };
+    Vector3 ghi = { g, h, i };
+
+    float scalex = Vector3Length(abc);
+    float scaley = Vector3Length(def);
+    float scalez = Vector3Length(ghi);
+    Vector3 s = { scalex, scaley, scalez };
+
+    if (det < 0) s = Vector3Negate(s);
+
+    *scale = s;
+
+    // Remove scale from the matrix if it is not close to zero
+    Matrix clone = mat;
+    if (!FloatEquals(det, 0))
+    {
+        clone.m0 /= s.x;
+        clone.m4 /= s.x;
+        clone.m8 /= s.x;
+        clone.m1 /= s.y;
+        clone.m5 /= s.y;
+        clone.m9 /= s.y;
+        clone.m2 /= s.z;
+        clone.m6 /= s.z;
+        clone.m10 /= s.z;
+
+        // Extract rotation
+        *rotation = QuaternionFromMatrix(clone);
+    }
+    else
+    {
+        // Set to identity if close to zero
+        *rotation = QuaternionIdentity();
+    }
+}
+
+#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
+
+// Optional C++ math operators
+//-------------------------------------------------------------------------------
+
+// Vector2 operators
+static constexpr Vector2 Vector2Zeros = { 0, 0 };
+static constexpr Vector2 Vector2Ones = { 1, 1 };
+static constexpr Vector2 Vector2UnitX = { 1, 0 };
+static constexpr Vector2 Vector2UnitY = { 0, 1 };
+
+inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
+{
+    return Vector2Add(lhs, rhs);
+}
+
+inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
+{
+    lhs = Vector2Add(lhs, rhs);
+    return lhs;
+}
+
+inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
+{
+    return Vector2Subtract(lhs, rhs);
+}
+
+inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
+{
+    lhs = Vector2Subtract(lhs, rhs);
+    return lhs;
+}
+
+inline Vector2 operator * (const Vector2& lhs, const float& rhs)
+{
+    return Vector2Scale(lhs, rhs);
+}
+
+inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
+{
+    lhs = Vector2Scale(lhs, rhs);
+    return lhs;
+}
+
+inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
+{
+    return Vector2Multiply(lhs, rhs);
+}
+
+inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
+{
+    lhs = Vector2Multiply(lhs, rhs);
+    return lhs;
+}
+
+inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
+{
+    return Vector2Transform(lhs, rhs);
+}
+
+inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
+{
+    lhs = Vector2Transform(lhs, rhs);
+    return lhs;
+}
+
+inline Vector2 operator / (const Vector2& lhs, const float& rhs)
+{
+    return Vector2Scale(lhs, 1.0f / rhs);
+}
+
+inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
+{
+    lhs = Vector2Scale(lhs, rhs);
+    return lhs;
+}
+
+inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
+{
+    return Vector2Divide(lhs, rhs);
+}
+
+inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
+{
+    lhs = Vector2Divide(lhs, rhs);
+    return lhs;
+}
+
+inline bool operator == (const Vector2& lhs, const Vector2& rhs)
+{
+    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
+}
+
+inline bool operator != (const Vector2& lhs, const Vector2& rhs)
+{
+    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
+}
+
+// Vector3 operators
+static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
+static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
+static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
+static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
+static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
+
+inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
+{
+    return Vector3Add(lhs, rhs);
+}
+
+inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
+{
+    lhs = Vector3Add(lhs, rhs);
+    return lhs;
+}
+
+inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
+{
+    return Vector3Subtract(lhs, rhs);
+}
+
+inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
+{
+    lhs = Vector3Subtract(lhs, rhs);
+    return lhs;
+}
+
+inline Vector3 operator * (const Vector3& lhs, const float& rhs)
+{
+    return Vector3Scale(lhs, rhs);
+}
+
+inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
+{
+    lhs = Vector3Scale(lhs, rhs);
+    return lhs;
+}
+
+inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
+{
+    return Vector3Multiply(lhs, rhs);
+}
+
+inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
+{
+    lhs = Vector3Multiply(lhs, rhs);
+    return lhs;
+}
+
+inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
+{
+    return Vector3Transform(lhs, rhs);
+}
+
+inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
+{
+    lhs = Vector3Transform(lhs, rhs);
+    return lhs;
+}
+
+inline Vector3 operator / (const Vector3& lhs, const float& rhs)
+{
+    return Vector3Scale(lhs, 1.0f / rhs);
+}
+
+inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
+{
+    lhs = Vector3Scale(lhs, rhs);
+    return lhs;
+}
+
+inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
+{
+    return Vector3Divide(lhs, rhs);
+}
+
+inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
+{
+    lhs = Vector3Divide(lhs, rhs);
+    return lhs;
+}
+
+inline bool operator == (const Vector3& lhs, const Vector3& rhs)
+{
+    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
+}
+
+inline bool operator != (const Vector3& lhs, const Vector3& rhs)
+{
+    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
+}
+
+// Vector4 operators
+static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
+static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
+static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
+static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
+static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
+static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
+
+inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
+{
+    return Vector4Add(lhs, rhs);
+}
+
+inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
+{
+    lhs = Vector4Add(lhs, rhs);
+    return lhs;
+}
+
+inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
+{
+    return Vector4Subtract(lhs, rhs);
+}
+
+inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
+{
+    lhs = Vector4Subtract(lhs, rhs);
+    return lhs;
+}
+
+inline Vector4 operator * (const Vector4& lhs, const float& rhs)
+{
+    return Vector4Scale(lhs, rhs);
+}
+
+inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
+{
+    lhs = Vector4Scale(lhs, rhs);
+    return lhs;
+}
+
+inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
+{
+    return Vector4Multiply(lhs, rhs);
+}
+
+inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
+{
+    lhs = Vector4Multiply(lhs, rhs);
+    return lhs;
+}
+
+inline Vector4 operator / (const Vector4& lhs, const float& rhs)
+{
+    return Vector4Scale(lhs, 1.0f / rhs);
+}
+
+inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
+{
+    lhs = Vector4Scale(lhs, rhs);
+    return lhs;
+}
+
+inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
+{
+    return Vector4Divide(lhs, rhs);
+}
+
+inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
+{
+    lhs = Vector4Divide(lhs, rhs);
+    return lhs;
+}
+
+inline bool operator == (const Vector4& lhs, const Vector4& rhs)
+{
+    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
+}
+
+inline bool operator != (const Vector4& lhs, const Vector4& rhs)
+{
+    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
+}
+
+// Quaternion operators
+static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
+static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
+static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
+
+inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
+{
+    return QuaternionAddValue(lhs, rhs);
+}
+
+inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
+{
+    lhs = QuaternionAddValue(lhs, rhs);
+    return lhs;
+}
+
+inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
+{
+    return QuaternionSubtractValue(lhs, rhs);
+}
+
+inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
+{
+    lhs = QuaternionSubtractValue(lhs, rhs);
+    return lhs;
+}
+
+inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
+{
+    return QuaternionTransform(lhs, rhs);
+}
+
+inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
+{
+    lhs = QuaternionTransform(lhs, rhs);
+    return lhs;
+}
+
+// Matrix operators
+inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)
+{
+    return MatrixAdd(lhs, rhs);
+}
+
+inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
+{
+    lhs = MatrixAdd(lhs, rhs);
+    return lhs;
+}
+
+inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)
+{
+    return MatrixSubtract(lhs, rhs);
+}
+
+inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
+{
+    lhs = MatrixSubtract(lhs, rhs);
+    return lhs;
+}
+
+inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)
+{
+    return MatrixMultiply(lhs, rhs);
+}
+
+inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
+{
+    lhs = MatrixMultiply(lhs, rhs);
+    return lhs;
+}
+//-------------------------------------------------------------------------------
+#endif  // C++ operators
+
+#endif  // RAYMATH_H
diff --git /dev/null b/vendor/raylib-5.5_linux_amd64/include/rlgl.h
@@ -0,0 +1,5262 @@
+/**********************************************************************************************
+*
+*   rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
+*
+*   DESCRIPTION:
+*       An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
+*       that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
+*
+*   ADDITIONAL NOTES:
+*       When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
+*       initialized on rlglInit() to accumulate vertex data
+*
+*       When an internal state change is required all the stored vertex data is renderer in batch,
+*       additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
+*
+*       Some resources are also loaded for convenience, here the complete list:
+*          - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
+*          - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
+*          - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
+*
+*       Internal buffer (and resources) must be manually unloaded calling rlglClose()
+*
+*   CONFIGURATION:
+*       #define GRAPHICS_API_OPENGL_11
+*       #define GRAPHICS_API_OPENGL_21
+*       #define GRAPHICS_API_OPENGL_33
+*       #define GRAPHICS_API_OPENGL_43
+*       #define GRAPHICS_API_OPENGL_ES2
+*       #define GRAPHICS_API_OPENGL_ES3
+*           Use selected OpenGL graphics backend, should be supported by platform
+*           Those preprocessor defines are only used on rlgl module, if OpenGL version is
+*           required by any other module, use rlGetVersion() to check it
+*
+*       #define RLGL_IMPLEMENTATION
+*           Generates the implementation of the library into the included file
+*           If not defined, the library is in header only mode and can be included in other headers
+*           or source files without problems. But only ONE file should hold the implementation
+*
+*       #define RLGL_RENDER_TEXTURES_HINT
+*           Enable framebuffer objects (fbo) support (enabled by default)
+*           Some GPUs could not support them despite the OpenGL version
+*
+*       #define RLGL_SHOW_GL_DETAILS_INFO
+*           Show OpenGL extensions and capabilities detailed logs on init
+*
+*       #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
+*           Enable debug context (only available on OpenGL 4.3)
+*
+*       rlgl capabilities could be customized just defining some internal
+*       values before library inclusion (default values listed):
+*
+*       #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
+*       #define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
+*       #define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
+*       #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+*
+*       #define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
+*       #define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
+*       #define RL_CULL_DISTANCE_NEAR              0.01    // Default projection matrix near cull distance
+*       #define RL_CULL_DISTANCE_FAR             1000.0    // Default projection matrix far cull distance
+*
+*       When loading a shader, the following vertex attributes and uniform
+*       location names are tried to be set automatically:
+*
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS      "vertexBoneIds"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
+*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
+*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
+*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
+*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
+*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
+*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView)))
+*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
+*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES  "boneMatrices"   // bone matrices
+*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
+*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
+*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
+*
+*   DEPENDENCIES:
+*      - OpenGL libraries (depending on platform and OpenGL version selected)
+*      - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RLGL_H
+#define RLGL_H
+
+#define RLGL_VERSION  "5.0"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+    #define RLAPI __declspec(dllexport)     // We are building the library as a Win32 shared library (.dll)
+#elif defined(BUILD_LIBTYPE_SHARED)
+    #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
+#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+    #define RLAPI __declspec(dllimport)     // We are using the library as a Win32 shared library (.dll)
+#endif
+
+// Function specifiers definition
+#ifndef RLAPI
+    #define RLAPI       // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+// Support TRACELOG macros
+#ifndef TRACELOG
+    #define TRACELOG(level, ...) (void)0
+    #define TRACELOGD(...) (void)0
+#endif
+
+// Allow custom memory allocators
+#ifndef RL_MALLOC
+    #define RL_MALLOC(sz)     malloc(sz)
+#endif
+#ifndef RL_CALLOC
+    #define RL_CALLOC(n,sz)   calloc(n,sz)
+#endif
+#ifndef RL_REALLOC
+    #define RL_REALLOC(n,sz)  realloc(n,sz)
+#endif
+#ifndef RL_FREE
+    #define RL_FREE(p)        free(p)
+#endif
+
+// Security check in case no GRAPHICS_API_OPENGL_* defined
+#if !defined(GRAPHICS_API_OPENGL_11) && \
+    !defined(GRAPHICS_API_OPENGL_21) && \
+    !defined(GRAPHICS_API_OPENGL_33) && \
+    !defined(GRAPHICS_API_OPENGL_43) && \
+    !defined(GRAPHICS_API_OPENGL_ES2) && \
+    !defined(GRAPHICS_API_OPENGL_ES3)
+        #define GRAPHICS_API_OPENGL_33
+#endif
+
+// Security check in case multiple GRAPHICS_API_OPENGL_* defined
+#if defined(GRAPHICS_API_OPENGL_11)
+    #if defined(GRAPHICS_API_OPENGL_21)
+        #undef GRAPHICS_API_OPENGL_21
+    #endif
+    #if defined(GRAPHICS_API_OPENGL_33)
+        #undef GRAPHICS_API_OPENGL_33
+    #endif
+    #if defined(GRAPHICS_API_OPENGL_43)
+        #undef GRAPHICS_API_OPENGL_43
+    #endif
+    #if defined(GRAPHICS_API_OPENGL_ES2)
+        #undef GRAPHICS_API_OPENGL_ES2
+    #endif
+#endif
+
+// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
+// WARNING: Specific parts are checked with #if defines
+#if defined(GRAPHICS_API_OPENGL_21)
+    #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL 4.3 uses OpenGL 3.3 Core functionality
+#if defined(GRAPHICS_API_OPENGL_43)
+    #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
+#if defined(GRAPHICS_API_OPENGL_ES3)
+    #define GRAPHICS_API_OPENGL_ES2
+#endif
+
+// Support framebuffer objects by default
+// NOTE: Some driver implementation do not support it, despite they should
+#define RLGL_RENDER_TEXTURES_HINT
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+
+// Default internal render batch elements limits
+#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
+    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+        // This is the maximum amount of elements (quads) per batch
+        // NOTE: Be careful with text, every letter maps to a quad
+        #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  8192
+    #endif
+    #if defined(GRAPHICS_API_OPENGL_ES2)
+        // We reduce memory sizes for embedded systems (RPI and HTML5)
+        // NOTE: On HTML5 (emscripten) this is allocated on heap,
+        // by default it's only 16MB!...just take care...
+        #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  2048
+    #endif
+#endif
+#ifndef RL_DEFAULT_BATCH_BUFFERS
+    #define RL_DEFAULT_BATCH_BUFFERS                 1      // Default number of batch buffers (multi-buffering)
+#endif
+#ifndef RL_DEFAULT_BATCH_DRAWCALLS
+    #define RL_DEFAULT_BATCH_DRAWCALLS             256      // Default number of batch draw calls (by state changes: mode, texture)
+#endif
+#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
+    #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS       4      // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+#endif
+
+// Internal Matrix stack
+#ifndef RL_MAX_MATRIX_STACK_SIZE
+    #define RL_MAX_MATRIX_STACK_SIZE                32      // Maximum size of Matrix stack
+#endif
+
+// Shader limits
+#ifndef RL_MAX_SHADER_LOCATIONS
+    #define RL_MAX_SHADER_LOCATIONS                 32      // Maximum number of shader locations supported
+#endif
+
+// Projection matrix culling
+#ifndef RL_CULL_DISTANCE_NEAR
+    #define RL_CULL_DISTANCE_NEAR                 0.01      // Default near cull distance
+#endif
+#ifndef RL_CULL_DISTANCE_FAR
+    #define RL_CULL_DISTANCE_FAR                1000.0      // Default far cull distance
+#endif
+
+// Texture parameters (equivalent to OpenGL defines)
+#define RL_TEXTURE_WRAP_S                       0x2802      // GL_TEXTURE_WRAP_S
+#define RL_TEXTURE_WRAP_T                       0x2803      // GL_TEXTURE_WRAP_T
+#define RL_TEXTURE_MAG_FILTER                   0x2800      // GL_TEXTURE_MAG_FILTER
+#define RL_TEXTURE_MIN_FILTER                   0x2801      // GL_TEXTURE_MIN_FILTER
+
+#define RL_TEXTURE_FILTER_NEAREST               0x2600      // GL_NEAREST
+#define RL_TEXTURE_FILTER_LINEAR                0x2601      // GL_LINEAR
+#define RL_TEXTURE_FILTER_MIP_NEAREST           0x2700      // GL_NEAREST_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR    0x2702      // GL_NEAREST_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST    0x2701      // GL_LINEAR_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_MIP_LINEAR            0x2703      // GL_LINEAR_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_ANISOTROPIC           0x3000      // Anisotropic filter (custom identifier)
+#define RL_TEXTURE_MIPMAP_BIAS_RATIO            0x4000      // Texture mipmap bias, percentage ratio (custom identifier)
+
+#define RL_TEXTURE_WRAP_REPEAT                  0x2901      // GL_REPEAT
+#define RL_TEXTURE_WRAP_CLAMP                   0x812F      // GL_CLAMP_TO_EDGE
+#define RL_TEXTURE_WRAP_MIRROR_REPEAT           0x8370      // GL_MIRRORED_REPEAT
+#define RL_TEXTURE_WRAP_MIRROR_CLAMP            0x8742      // GL_MIRROR_CLAMP_EXT
+
+// Matrix modes (equivalent to OpenGL)
+#define RL_MODELVIEW                            0x1700      // GL_MODELVIEW
+#define RL_PROJECTION                           0x1701      // GL_PROJECTION
+#define RL_TEXTURE                              0x1702      // GL_TEXTURE
+
+// Primitive assembly draw modes
+#define RL_LINES                                0x0001      // GL_LINES
+#define RL_TRIANGLES                            0x0004      // GL_TRIANGLES
+#define RL_QUADS                                0x0007      // GL_QUADS
+
+// GL equivalent data types
+#define RL_UNSIGNED_BYTE                        0x1401      // GL_UNSIGNED_BYTE
+#define RL_FLOAT                                0x1406      // GL_FLOAT
+
+// GL buffer usage hint
+#define RL_STREAM_DRAW                          0x88E0      // GL_STREAM_DRAW
+#define RL_STREAM_READ                          0x88E1      // GL_STREAM_READ
+#define RL_STREAM_COPY                          0x88E2      // GL_STREAM_COPY
+#define RL_STATIC_DRAW                          0x88E4      // GL_STATIC_DRAW
+#define RL_STATIC_READ                          0x88E5      // GL_STATIC_READ
+#define RL_STATIC_COPY                          0x88E6      // GL_STATIC_COPY
+#define RL_DYNAMIC_DRAW                         0x88E8      // GL_DYNAMIC_DRAW
+#define RL_DYNAMIC_READ                         0x88E9      // GL_DYNAMIC_READ
+#define RL_DYNAMIC_COPY                         0x88EA      // GL_DYNAMIC_COPY
+
+// GL Shader type
+#define RL_FRAGMENT_SHADER                      0x8B30      // GL_FRAGMENT_SHADER
+#define RL_VERTEX_SHADER                        0x8B31      // GL_VERTEX_SHADER
+#define RL_COMPUTE_SHADER                       0x91B9      // GL_COMPUTE_SHADER
+
+// GL blending factors
+#define RL_ZERO                                 0           // GL_ZERO
+#define RL_ONE                                  1           // GL_ONE
+#define RL_SRC_COLOR                            0x0300      // GL_SRC_COLOR
+#define RL_ONE_MINUS_SRC_COLOR                  0x0301      // GL_ONE_MINUS_SRC_COLOR
+#define RL_SRC_ALPHA                            0x0302      // GL_SRC_ALPHA
+#define RL_ONE_MINUS_SRC_ALPHA                  0x0303      // GL_ONE_MINUS_SRC_ALPHA
+#define RL_DST_ALPHA                            0x0304      // GL_DST_ALPHA
+#define RL_ONE_MINUS_DST_ALPHA                  0x0305      // GL_ONE_MINUS_DST_ALPHA
+#define RL_DST_COLOR                            0x0306      // GL_DST_COLOR
+#define RL_ONE_MINUS_DST_COLOR                  0x0307      // GL_ONE_MINUS_DST_COLOR
+#define RL_SRC_ALPHA_SATURATE                   0x0308      // GL_SRC_ALPHA_SATURATE
+#define RL_CONSTANT_COLOR                       0x8001      // GL_CONSTANT_COLOR
+#define RL_ONE_MINUS_CONSTANT_COLOR             0x8002      // GL_ONE_MINUS_CONSTANT_COLOR
+#define RL_CONSTANT_ALPHA                       0x8003      // GL_CONSTANT_ALPHA
+#define RL_ONE_MINUS_CONSTANT_ALPHA             0x8004      // GL_ONE_MINUS_CONSTANT_ALPHA
+
+// GL blending functions/equations
+#define RL_FUNC_ADD                             0x8006      // GL_FUNC_ADD
+#define RL_MIN                                  0x8007      // GL_MIN
+#define RL_MAX                                  0x8008      // GL_MAX
+#define RL_FUNC_SUBTRACT                        0x800A      // GL_FUNC_SUBTRACT
+#define RL_FUNC_REVERSE_SUBTRACT                0x800B      // GL_FUNC_REVERSE_SUBTRACT
+#define RL_BLEND_EQUATION                       0x8009      // GL_BLEND_EQUATION
+#define RL_BLEND_EQUATION_RGB                   0x8009      // GL_BLEND_EQUATION_RGB   // (Same as BLEND_EQUATION)
+#define RL_BLEND_EQUATION_ALPHA                 0x883D      // GL_BLEND_EQUATION_ALPHA
+#define RL_BLEND_DST_RGB                        0x80C8      // GL_BLEND_DST_RGB
+#define RL_BLEND_SRC_RGB                        0x80C9      // GL_BLEND_SRC_RGB
+#define RL_BLEND_DST_ALPHA                      0x80CA      // GL_BLEND_DST_ALPHA
+#define RL_BLEND_SRC_ALPHA                      0x80CB      // GL_BLEND_SRC_ALPHA
+#define RL_BLEND_COLOR                          0x8005      // GL_BLEND_COLOR
+
+#define RL_READ_FRAMEBUFFER                     0x8CA8      // GL_READ_FRAMEBUFFER
+#define RL_DRAW_FRAMEBUFFER                     0x8CA9      // GL_DRAW_FRAMEBUFFER
+
+// Default shader vertex attribute locations
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION    0
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD    1
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL      2
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR       3
+#endif
+    #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT         4
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2   5
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES     6
+#endif
+#ifdef RL_SUPPORT_MESH_GPU_SKINNING
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS     7
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
+#endif
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+    #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
+    // Boolean type
+typedef enum bool { false = 0, true = !false } bool;
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix, 4x4 components, column major, OpenGL style, right handed
+typedef struct Matrix {
+    float m0, m4, m8, m12;      // Matrix first row (4 components)
+    float m1, m5, m9, m13;      // Matrix second row (4 components)
+    float m2, m6, m10, m14;     // Matrix third row (4 components)
+    float m3, m7, m11, m15;     // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+typedef struct rlVertexBuffer {
+    int elementCount;           // Number of elements in the buffer (QUADS)
+
+    float *vertices;            // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float *texcoords;           // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    float *normals;             // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
+    unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    unsigned int *indices;      // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    unsigned short *indices;    // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
+#endif
+    unsigned int vaoId;         // OpenGL Vertex Array Object id
+    unsigned int vboId[5];      // OpenGL Vertex Buffer Objects id (5 types of vertex data)
+} rlVertexBuffer;
+
+// Draw call type
+// NOTE: Only texture changes register a new draw, other state-change-related elements are not
+// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
+// of those state-change happens (this is done in core module)
+typedef struct rlDrawCall {
+    int mode;                   // Drawing mode: LINES, TRIANGLES, QUADS
+    int vertexCount;            // Number of vertex of the draw
+    int vertexAlignment;        // Number of vertex required for index alignment (LINES, TRIANGLES)
+    //unsigned int vaoId;       // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
+    //unsigned int shaderId;    // Shader id to be used on the draw -> Using RLGL.currentShaderId
+    unsigned int textureId;     // Texture id to be used on the draw -> Use to create new draw call if changes
+
+    //Matrix projection;        // Projection matrix for this draw -> Using RLGL.projection by default
+    //Matrix modelview;         // Modelview matrix for this draw -> Using RLGL.modelview by default
+} rlDrawCall;
+
+// rlRenderBatch type
+typedef struct rlRenderBatch {
+    int bufferCount;            // Number of vertex buffers (multi-buffering support)
+    int currentBuffer;          // Current buffer tracking in case of multi-buffering
+    rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
+
+    rlDrawCall *draws;          // Draw calls array, depends on textureId
+    int drawCounter;            // Draw calls counter
+    float currentDepth;         // Current depth value for next draw
+} rlRenderBatch;
+
+// OpenGL version
+typedef enum {
+    RL_OPENGL_11 = 1,           // OpenGL 1.1
+    RL_OPENGL_21,               // OpenGL 2.1 (GLSL 120)
+    RL_OPENGL_33,               // OpenGL 3.3 (GLSL 330)
+    RL_OPENGL_43,               // OpenGL 4.3 (using GLSL 330)
+    RL_OPENGL_ES_20,            // OpenGL ES 2.0 (GLSL 100)
+    RL_OPENGL_ES_30             // OpenGL ES 3.0 (GLSL 300 es)
+} rlGlVersion;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+    RL_LOG_ALL = 0,             // Display all logs
+    RL_LOG_TRACE,               // Trace logging, intended for internal use only
+    RL_LOG_DEBUG,               // Debug logging, used for internal debugging, it should be disabled on release builds
+    RL_LOG_INFO,                // Info logging, used for program execution info
+    RL_LOG_WARNING,             // Warning logging, used on recoverable failures
+    RL_LOG_ERROR,               // Error logging, used on unrecoverable failures
+    RL_LOG_FATAL,               // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+    RL_LOG_NONE                 // Disable logging
+} rlTraceLogLevel;
+
+// Texture pixel formats
+// NOTE: Support depends on OpenGL version
+typedef enum {
+    RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
+    RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,        // 8*2 bpp (2 channels)
+    RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5,            // 16 bpp
+    RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8,            // 24 bpp
+    RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
+    RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
+    RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,          // 32 bpp
+    RL_PIXELFORMAT_UNCOMPRESSED_R32,               // 32 bpp (1 channel - float)
+    RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
+    RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
+    RL_PIXELFORMAT_UNCOMPRESSED_R16,               // 16 bpp (1 channel - half float)
+    RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16,         // 16*3 bpp (3 channels - half float)
+    RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,      // 16*4 bpp (4 channels - half float)
+    RL_PIXELFORMAT_COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
+    RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
+    RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA,           // 8 bpp
+    RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA,           // 8 bpp
+    RL_PIXELFORMAT_COMPRESSED_ETC1_RGB,            // 4 bpp
+    RL_PIXELFORMAT_COMPRESSED_ETC2_RGB,            // 4 bpp
+    RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
+    RL_PIXELFORMAT_COMPRESSED_PVRT_RGB,            // 4 bpp
+    RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA,           // 4 bpp
+    RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
+    RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
+} rlPixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+    RL_TEXTURE_FILTER_POINT = 0,        // No filter, just pixel approximation
+    RL_TEXTURE_FILTER_BILINEAR,         // Linear filtering
+    RL_TEXTURE_FILTER_TRILINEAR,        // Trilinear filtering (linear with mipmaps)
+    RL_TEXTURE_FILTER_ANISOTROPIC_4X,   // Anisotropic filtering 4x
+    RL_TEXTURE_FILTER_ANISOTROPIC_8X,   // Anisotropic filtering 8x
+    RL_TEXTURE_FILTER_ANISOTROPIC_16X,  // Anisotropic filtering 16x
+} rlTextureFilter;
+
+// Color blending modes (pre-defined)
+typedef enum {
+    RL_BLEND_ALPHA = 0,                 // Blend textures considering alpha (default)
+    RL_BLEND_ADDITIVE,                  // Blend textures adding colors
+    RL_BLEND_MULTIPLIED,                // Blend textures multiplying colors
+    RL_BLEND_ADD_COLORS,                // Blend textures adding colors (alternative)
+    RL_BLEND_SUBTRACT_COLORS,           // Blend textures subtracting colors (alternative)
+    RL_BLEND_ALPHA_PREMULTIPLY,         // Blend premultiplied textures considering alpha
+    RL_BLEND_CUSTOM,                    // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+    RL_BLEND_CUSTOM_SEPARATE            // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
+} rlBlendMode;
+
+// Shader location point type
+typedef enum {
+    RL_SHADER_LOC_VERTEX_POSITION = 0,  // Shader location: vertex attribute: position
+    RL_SHADER_LOC_VERTEX_TEXCOORD01,    // Shader location: vertex attribute: texcoord01
+    RL_SHADER_LOC_VERTEX_TEXCOORD02,    // Shader location: vertex attribute: texcoord02
+    RL_SHADER_LOC_VERTEX_NORMAL,        // Shader location: vertex attribute: normal
+    RL_SHADER_LOC_VERTEX_TANGENT,       // Shader location: vertex attribute: tangent
+    RL_SHADER_LOC_VERTEX_COLOR,         // Shader location: vertex attribute: color
+    RL_SHADER_LOC_MATRIX_MVP,           // Shader location: matrix uniform: model-view-projection
+    RL_SHADER_LOC_MATRIX_VIEW,          // Shader location: matrix uniform: view (camera transform)
+    RL_SHADER_LOC_MATRIX_PROJECTION,    // Shader location: matrix uniform: projection
+    RL_SHADER_LOC_MATRIX_MODEL,         // Shader location: matrix uniform: model (transform)
+    RL_SHADER_LOC_MATRIX_NORMAL,        // Shader location: matrix uniform: normal
+    RL_SHADER_LOC_VECTOR_VIEW,          // Shader location: vector uniform: view
+    RL_SHADER_LOC_COLOR_DIFFUSE,        // Shader location: vector uniform: diffuse color
+    RL_SHADER_LOC_COLOR_SPECULAR,       // Shader location: vector uniform: specular color
+    RL_SHADER_LOC_COLOR_AMBIENT,        // Shader location: vector uniform: ambient color
+    RL_SHADER_LOC_MAP_ALBEDO,           // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
+    RL_SHADER_LOC_MAP_METALNESS,        // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
+    RL_SHADER_LOC_MAP_NORMAL,           // Shader location: sampler2d texture: normal
+    RL_SHADER_LOC_MAP_ROUGHNESS,        // Shader location: sampler2d texture: roughness
+    RL_SHADER_LOC_MAP_OCCLUSION,        // Shader location: sampler2d texture: occlusion
+    RL_SHADER_LOC_MAP_EMISSION,         // Shader location: sampler2d texture: emission
+    RL_SHADER_LOC_MAP_HEIGHT,           // Shader location: sampler2d texture: height
+    RL_SHADER_LOC_MAP_CUBEMAP,          // Shader location: samplerCube texture: cubemap
+    RL_SHADER_LOC_MAP_IRRADIANCE,       // Shader location: samplerCube texture: irradiance
+    RL_SHADER_LOC_MAP_PREFILTER,        // Shader location: samplerCube texture: prefilter
+    RL_SHADER_LOC_MAP_BRDF              // Shader location: sampler2d texture: brdf
+} rlShaderLocationIndex;
+
+#define RL_SHADER_LOC_MAP_DIFFUSE       RL_SHADER_LOC_MAP_ALBEDO
+#define RL_SHADER_LOC_MAP_SPECULAR      RL_SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+    RL_SHADER_UNIFORM_FLOAT = 0,        // Shader uniform type: float
+    RL_SHADER_UNIFORM_VEC2,             // Shader uniform type: vec2 (2 float)
+    RL_SHADER_UNIFORM_VEC3,             // Shader uniform type: vec3 (3 float)
+    RL_SHADER_UNIFORM_VEC4,             // Shader uniform type: vec4 (4 float)
+    RL_SHADER_UNIFORM_INT,              // Shader uniform type: int
+    RL_SHADER_UNIFORM_IVEC2,            // Shader uniform type: ivec2 (2 int)
+    RL_SHADER_UNIFORM_IVEC3,            // Shader uniform type: ivec3 (3 int)
+    RL_SHADER_UNIFORM_IVEC4,            // Shader uniform type: ivec4 (4 int)
+    RL_SHADER_UNIFORM_UINT,             // Shader uniform type: unsigned int
+    RL_SHADER_UNIFORM_UIVEC2,           // Shader uniform type: uivec2 (2 unsigned int)
+    RL_SHADER_UNIFORM_UIVEC3,           // Shader uniform type: uivec3 (3 unsigned int)
+    RL_SHADER_UNIFORM_UIVEC4,           // Shader uniform type: uivec4 (4 unsigned int)
+    RL_SHADER_UNIFORM_SAMPLER2D         // Shader uniform type: sampler2d
+} rlShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+    RL_SHADER_ATTRIB_FLOAT = 0,         // Shader attribute type: float
+    RL_SHADER_ATTRIB_VEC2,              // Shader attribute type: vec2 (2 float)
+    RL_SHADER_ATTRIB_VEC3,              // Shader attribute type: vec3 (3 float)
+    RL_SHADER_ATTRIB_VEC4               // Shader attribute type: vec4 (4 float)
+} rlShaderAttributeDataType;
+
+// Framebuffer attachment type
+// NOTE: By default up to 8 color channels defined, but it can be more
+typedef enum {
+    RL_ATTACHMENT_COLOR_CHANNEL0 = 0,       // Framebuffer attachment type: color 0
+    RL_ATTACHMENT_COLOR_CHANNEL1 = 1,       // Framebuffer attachment type: color 1
+    RL_ATTACHMENT_COLOR_CHANNEL2 = 2,       // Framebuffer attachment type: color 2
+    RL_ATTACHMENT_COLOR_CHANNEL3 = 3,       // Framebuffer attachment type: color 3
+    RL_ATTACHMENT_COLOR_CHANNEL4 = 4,       // Framebuffer attachment type: color 4
+    RL_ATTACHMENT_COLOR_CHANNEL5 = 5,       // Framebuffer attachment type: color 5
+    RL_ATTACHMENT_COLOR_CHANNEL6 = 6,       // Framebuffer attachment type: color 6
+    RL_ATTACHMENT_COLOR_CHANNEL7 = 7,       // Framebuffer attachment type: color 7
+    RL_ATTACHMENT_DEPTH = 100,              // Framebuffer attachment type: depth
+    RL_ATTACHMENT_STENCIL = 200,            // Framebuffer attachment type: stencil
+} rlFramebufferAttachType;
+
+// Framebuffer texture attachment type
+typedef enum {
+    RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,   // Framebuffer texture attachment type: cubemap, +X side
+    RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1,   // Framebuffer texture attachment type: cubemap, -X side
+    RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2,   // Framebuffer texture attachment type: cubemap, +Y side
+    RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3,   // Framebuffer texture attachment type: cubemap, -Y side
+    RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4,   // Framebuffer texture attachment type: cubemap, +Z side
+    RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5,   // Framebuffer texture attachment type: cubemap, -Z side
+    RL_ATTACHMENT_TEXTURE2D = 100,          // Framebuffer texture attachment type: texture2d
+    RL_ATTACHMENT_RENDERBUFFER = 200,       // Framebuffer texture attachment type: renderbuffer
+} rlFramebufferAttachTextureType;
+
+// Face culling mode
+typedef enum {
+    RL_CULL_FACE_FRONT = 0,
+    RL_CULL_FACE_BACK
+} rlCullMode;
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - Matrix operations
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+RLAPI void rlMatrixMode(int mode);                      // Choose the current matrix to be transformed
+RLAPI void rlPushMatrix(void);                          // Push the current matrix to stack
+RLAPI void rlPopMatrix(void);                           // Pop latest inserted matrix from stack
+RLAPI void rlLoadIdentity(void);                        // Reset current matrix to identity matrix
+RLAPI void rlTranslatef(float x, float y, float z);     // Multiply the current matrix by a translation matrix
+RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
+RLAPI void rlScalef(float x, float y, float z);         // Multiply the current matrix by a scaling matrix
+RLAPI void rlMultMatrixf(const float *matf);            // Multiply the current matrix by another matrix
+RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
+RLAPI void rlSetClipPlanes(double nearPlane, double farPlane);    // Set clip planes distances
+RLAPI double rlGetCullDistanceNear(void);               // Get cull plane distance near
+RLAPI double rlGetCullDistanceFar(void);                // Get cull plane distance far
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - Vertex level operations
+//------------------------------------------------------------------------------------
+RLAPI void rlBegin(int mode);                           // Initialize drawing mode (how to organize vertex)
+RLAPI void rlEnd(void);                                 // Finish vertex providing
+RLAPI void rlVertex2i(int x, int y);                    // Define one vertex (position) - 2 int
+RLAPI void rlVertex2f(float x, float y);                // Define one vertex (position) - 2 float
+RLAPI void rlVertex3f(float x, float y, float z);       // Define one vertex (position) - 3 float
+RLAPI void rlTexCoord2f(float x, float y);              // Define one vertex (texture coordinate) - 2 float
+RLAPI void rlNormal3f(float x, float y, float z);       // Define one vertex (normal) - 3 float
+RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
+RLAPI void rlColor3f(float x, float y, float z);        // Define one vertex (color) - 3 float
+RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
+// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
+// some of them are direct wrappers over OpenGL calls, some others are custom
+//------------------------------------------------------------------------------------
+
+// Vertex buffers state
+RLAPI bool rlEnableVertexArray(unsigned int vaoId);     // Enable vertex array (VAO, if supported)
+RLAPI void rlDisableVertexArray(void);                  // Disable vertex array (VAO, if supported)
+RLAPI void rlEnableVertexBuffer(unsigned int id);       // Enable vertex buffer (VBO)
+RLAPI void rlDisableVertexBuffer(void);                 // Disable vertex buffer (VBO)
+RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
+RLAPI void rlDisableVertexBufferElement(void);          // Disable vertex buffer element (VBO element)
+RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
+RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
+#if defined(GRAPHICS_API_OPENGL_11)
+RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
+RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
+#endif
+
+// Textures state
+RLAPI void rlActiveTextureSlot(int slot);               // Select and active a texture slot
+RLAPI void rlEnableTexture(unsigned int id);            // Enable texture
+RLAPI void rlDisableTexture(void);                      // Disable texture
+RLAPI void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
+RLAPI void rlDisableTextureCubemap(void);               // Disable texture cubemap
+RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
+RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
+
+// Shader state
+RLAPI void rlEnableShader(unsigned int id);             // Enable shader program
+RLAPI void rlDisableShader(void);                       // Disable shader program
+
+// Framebuffer state
+RLAPI void rlEnableFramebuffer(unsigned int id);        // Enable render texture (fbo)
+RLAPI void rlDisableFramebuffer(void);                  // Disable render texture (fbo), return to default framebuffer
+RLAPI unsigned int rlGetActiveFramebuffer(void);        // Get the currently active render texture (fbo), 0 for default framebuffer
+RLAPI void rlActiveDrawBuffers(int count);              // Activate multiple draw color buffers
+RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
+RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
+
+// General render state
+RLAPI void rlEnableColorBlend(void);                    // Enable color blending
+RLAPI void rlDisableColorBlend(void);                   // Disable color blending
+RLAPI void rlEnableDepthTest(void);                     // Enable depth test
+RLAPI void rlDisableDepthTest(void);                    // Disable depth test
+RLAPI void rlEnableDepthMask(void);                     // Enable depth write
+RLAPI void rlDisableDepthMask(void);                    // Disable depth write
+RLAPI void rlEnableBackfaceCulling(void);               // Enable backface culling
+RLAPI void rlDisableBackfaceCulling(void);              // Disable backface culling
+RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
+RLAPI void rlSetCullFace(int mode);                     // Set face culling mode
+RLAPI void rlEnableScissorTest(void);                   // Enable scissor test
+RLAPI void rlDisableScissorTest(void);                  // Disable scissor test
+RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
+RLAPI void rlEnableWireMode(void);                      // Enable wire mode
+RLAPI void rlEnablePointMode(void);                     // Enable point mode
+RLAPI void rlDisableWireMode(void);                     // Disable wire (and point) mode
+RLAPI void rlSetLineWidth(float width);                 // Set the line drawing width
+RLAPI float rlGetLineWidth(void);                       // Get the line drawing width
+RLAPI void rlEnableSmoothLines(void);                   // Enable line aliasing
+RLAPI void rlDisableSmoothLines(void);                  // Disable line aliasing
+RLAPI void rlEnableStereoRender(void);                  // Enable stereo rendering
+RLAPI void rlDisableStereoRender(void);                 // Disable stereo rendering
+RLAPI bool rlIsStereoRenderEnabled(void);               // Check if stereo render is enabled
+
+RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
+RLAPI void rlClearScreenBuffers(void);                  // Clear used screen buffers (color and depth)
+RLAPI void rlCheckErrors(void);                         // Check and log OpenGL error codes
+RLAPI void rlSetBlendMode(int mode);                    // Set blending mode
+RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
+RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - rlgl functionality
+//------------------------------------------------------------------------------------
+// rlgl initialization functions
+RLAPI void rlglInit(int width, int height);             // Initialize rlgl (buffers, shaders, textures, states)
+RLAPI void rlglClose(void);                             // De-initialize rlgl (buffers, shaders, textures)
+RLAPI void rlLoadExtensions(void *loader);              // Load OpenGL extensions (loader function required)
+RLAPI int rlGetVersion(void);                           // Get current OpenGL version
+RLAPI void rlSetFramebufferWidth(int width);            // Set current framebuffer width
+RLAPI int rlGetFramebufferWidth(void);                  // Get default framebuffer width
+RLAPI void rlSetFramebufferHeight(int height);          // Set current framebuffer height
+RLAPI int rlGetFramebufferHeight(void);                 // Get default framebuffer height
+
+RLAPI unsigned int rlGetTextureIdDefault(void);         // Get default texture id
+RLAPI unsigned int rlGetShaderIdDefault(void);          // Get default shader id
+RLAPI int *rlGetShaderLocsDefault(void);                // Get default shader locations
+
+// Render batch management
+// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
+// but this render batch API is exposed in case of custom batches are required
+RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
+RLAPI void rlUnloadRenderBatch(rlRenderBatch batch);    // Unload render batch system
+RLAPI void rlDrawRenderBatch(rlRenderBatch *batch);     // Draw render batch data (Update->Draw->Reset)
+RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
+RLAPI void rlDrawRenderBatchActive(void);               // Update and draw internal render batch
+RLAPI bool rlCheckRenderBatchLimit(int vCount);         // Check internal buffer overflow for a given number of vertex
+
+RLAPI void rlSetTexture(unsigned int id);               // Set current texture for render batch and check buffers limits
+
+//------------------------------------------------------------------------------------------------------------------------
+
+// Vertex buffers management
+RLAPI unsigned int rlLoadVertexArray(void);             // Load vertex array (vao) if supported
+RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
+RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
+RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
+RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
+RLAPI void rlUnloadVertexArray(unsigned int vaoId);     // Unload vertex array (vao)
+RLAPI void rlUnloadVertexBuffer(unsigned int vboId);    // Unload vertex buffer object
+RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
+RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
+RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
+RLAPI void rlDrawVertexArray(int offset, int count);    // Draw vertex array (currently active vao)
+RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
+RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
+RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
+
+// Textures management
+RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
+RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
+RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
+RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
+RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
+RLAPI const char *rlGetPixelFormatName(unsigned int format);              // Get name string for pixel format
+RLAPI void rlUnloadTexture(unsigned int id);                              // Unload texture from GPU memory
+RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
+RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
+RLAPI unsigned char *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)
+
+// Framebuffer management (fbo)
+RLAPI unsigned int rlLoadFramebuffer(void);                               // Load an empty framebuffer
+RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
+RLAPI bool rlFramebufferComplete(unsigned int id);                        // Verify framebuffer is complete
+RLAPI void rlUnloadFramebuffer(unsigned int id);                          // Delete framebuffer from GPU
+
+// Shaders management
+RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode);    // Load shader from code strings
+RLAPI unsigned int rlCompileShader(const char *shaderCode, int type);           // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
+RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
+RLAPI void rlUnloadShaderProgram(unsigned int id);                              // Unload shader program
+RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
+RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName);   // Get shader location attribute
+RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
+RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);                        // Set shader value matrix
+RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count);    // Set shader value matrices
+RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId);           // Set shader value sampler
+RLAPI void rlSetShader(unsigned int id, int *locs);                             // Set shader currently active (id and locations)
+
+// Compute shader management
+RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);           // Load compute shader program
+RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
+
+// Shader buffer storage object management (ssbo)
+RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
+RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);                           // Unload shader storage buffer object (SSBO)
+RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
+RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);             // Bind SSBO buffer
+RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
+RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
+RLAPI unsigned int rlGetShaderBufferSize(unsigned int id);                      // Get SSBO buffer size
+
+// Buffer management
+RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly);  // Bind image texture
+
+// Matrix state management
+RLAPI Matrix rlGetMatrixModelview(void);                                  // Get internal modelview matrix
+RLAPI Matrix rlGetMatrixProjection(void);                                 // Get internal projection matrix
+RLAPI Matrix rlGetMatrixTransform(void);                                  // Get internal accumulated transform matrix
+RLAPI Matrix rlGetMatrixProjectionStereo(int eye);                        // Get internal projection matrix for stereo render (selected eye)
+RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye);                        // Get internal view offset matrix for stereo render (selected eye)
+RLAPI void rlSetMatrixProjection(Matrix proj);                            // Set a custom projection matrix (replaces internal projection matrix)
+RLAPI void rlSetMatrixModelview(Matrix view);                             // Set a custom modelview matrix (replaces internal modelview matrix)
+RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left);        // Set eyes projection matrices for stereo rendering
+RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);        // Set eyes view offsets matrices for stereo rendering
+
+// Quick and dirty cube/quad buffers load->draw->unload
+RLAPI void rlLoadDrawCube(void);     // Load and draw a cube
+RLAPI void rlLoadDrawQuad(void);     // Load and draw a quad
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RLGL_H
+
+/***********************************************************************************
+*
+*   RLGL IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLGL_IMPLEMENTATION)
+
+// Expose OpenGL functions from glad in raylib
+#if defined(BUILD_LIBTYPE_SHARED)
+    #define GLAD_API_CALL_EXPORT
+    #define GLAD_API_CALL_EXPORT_BUILD
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    #if defined(__APPLE__)
+        #include <OpenGL/gl.h>          // OpenGL 1.1 library for OSX
+        #include <OpenGL/glext.h>       // OpenGL extensions library
+    #else
+        // APIENTRY for OpenGL function pointer declarations is required
+        #if !defined(APIENTRY)
+            #if defined(_WIN32)
+                #define APIENTRY __stdcall
+            #else
+                #define APIENTRY
+            #endif
+        #endif
+        // WINGDIAPI definition. Some Windows OpenGL headers need it
+        #if !defined(WINGDIAPI) && defined(_WIN32)
+            #define WINGDIAPI __declspec(dllimport)
+        #endif
+
+        #include <GL/gl.h>              // OpenGL 1.1 library
+    #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+    #define GLAD_MALLOC RL_MALLOC
+    #define GLAD_FREE RL_FREE
+
+    #define GLAD_GL_IMPLEMENTATION
+    #include "external/glad.h"          // GLAD extensions loading library, includes OpenGL headers
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+    #include <GLES3/gl3.h>              // OpenGL ES 3.0 library
+    #define GL_GLEXT_PROTOTYPES
+    #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
+    // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
+    #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
+        #define GLAD_GLES2_IMPLEMENTATION
+        #include "external/glad_gles2.h"
+    #else
+        #define GL_GLEXT_PROTOTYPES
+        //#include <EGL/egl.h>          // EGL library -> not required, platform layer
+        #include <GLES2/gl2.h>          // OpenGL ES 2.0 library
+        #include <GLES2/gl2ext.h>       // OpenGL ES 2.0 extensions library
+    #endif
+
+    // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
+    // provided headers (despite being defined in official Khronos GLES2 headers)
+    #if defined(PLATFORM_DRM)
+    typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
+    typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
+    typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
+    #endif
+#endif
+
+#include <stdlib.h>                     // Required for: malloc(), free()
+#include <string.h>                     // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
+#include <math.h>                       // Required for: sqrtf(), sinf(), cosf(), floor(), log()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+    #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+    #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+    #define RAD2DEG (180.0f/PI)
+#endif
+
+#ifndef GL_SHADING_LANGUAGE_VERSION
+    #define GL_SHADING_LANGUAGE_VERSION         0x8B8C
+#endif
+
+#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
+    #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT     0x83F0
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+    #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT    0x83F1
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+    #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT    0x83F2
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
+    #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT    0x83F3
+#endif
+#ifndef GL_ETC1_RGB8_OES
+    #define GL_ETC1_RGB8_OES                    0x8D64
+#endif
+#ifndef GL_COMPRESSED_RGB8_ETC2
+    #define GL_COMPRESSED_RGB8_ETC2             0x9274
+#endif
+#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
+    #define GL_COMPRESSED_RGBA8_ETC2_EAC        0x9278
+#endif
+#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
+    #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG  0x8C00
+#endif
+#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
+    #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
+    #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR     0x93b0
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
+    #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR     0x93b7
+#endif
+
+#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+    #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
+#endif
+#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
+    #define GL_TEXTURE_MAX_ANISOTROPY_EXT       0x84FE
+#endif
+
+#ifndef GL_PROGRAM_POINT_SIZE
+    #define GL_PROGRAM_POINT_SIZE               0x8642
+#endif
+
+#ifndef GL_LINE_WIDTH
+    #define GL_LINE_WIDTH                       0x0B21
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    #define GL_UNSIGNED_SHORT_5_6_5             0x8363
+    #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
+    #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+    #define GL_LUMINANCE                        0x1909
+    #define GL_LUMINANCE_ALPHA                  0x190A
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    #define glClearDepth                 glClearDepthf
+    #if !defined(GRAPHICS_API_OPENGL_ES3)
+        #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
+        #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
+    #endif
+#endif
+
+// Default shader vertex attribute names to set location points
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS      "vertexBoneIds"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
+    #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
+#endif
+
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
+    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
+    #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
+    #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
+    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
+    #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
+    #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
+    #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES  "boneMatrices"   // bone matrices
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
+    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
+    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
+    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+typedef struct rlglData {
+    rlRenderBatch *currentBatch;            // Current render batch
+    rlRenderBatch defaultBatch;             // Default internal render batch
+
+    struct {
+        int vertexCounter;                  // Current active render batch vertex counter (generic, used for all batches)
+        float texcoordx, texcoordy;         // Current active texture coordinate (added on glVertex*())
+        float normalx, normaly, normalz;    // Current active normal (added on glVertex*())
+        unsigned char colorr, colorg, colorb, colora;   // Current active color (added on glVertex*())
+
+        int currentMatrixMode;              // Current matrix mode
+        Matrix *currentMatrix;              // Current matrix pointer
+        Matrix modelview;                   // Default modelview matrix
+        Matrix projection;                  // Default projection matrix
+        Matrix transform;                   // Transform matrix to be used with rlTranslate, rlRotate, rlScale
+        bool transformRequired;             // Require transform matrix application to current draw-call vertex (if required)
+        Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
+        int stackCounter;                   // Matrix stack counter
+
+        unsigned int defaultTextureId;      // Default texture used on shapes/poly drawing (required by shader)
+        unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS];    // Active texture ids to be enabled on batch drawing (0 active by default)
+        unsigned int defaultVShaderId;      // Default vertex shader id (used by default shader program)
+        unsigned int defaultFShaderId;      // Default fragment shader id (used by default shader program)
+        unsigned int defaultShaderId;       // Default shader program id, supports vertex color and diffuse texture
+        int *defaultShaderLocs;             // Default shader locations pointer to be used on rendering
+        unsigned int currentShaderId;       // Current shader id to be used on rendering (by default, defaultShaderId)
+        int *currentShaderLocs;             // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
+
+        bool stereoRender;                  // Stereo rendering flag
+        Matrix projectionStereo[2];         // VR stereo rendering eyes projection matrices
+        Matrix viewOffsetStereo[2];         // VR stereo rendering eyes view offset matrices
+
+        // Blending variables
+        int currentBlendMode;               // Blending mode active
+        int glBlendSrcFactor;               // Blending source factor
+        int glBlendDstFactor;               // Blending destination factor
+        int glBlendEquation;                // Blending equation
+        int glBlendSrcFactorRGB;            // Blending source RGB factor
+        int glBlendDestFactorRGB;           // Blending destination RGB factor
+        int glBlendSrcFactorAlpha;          // Blending source alpha factor
+        int glBlendDestFactorAlpha;         // Blending destination alpha factor
+        int glBlendEquationRGB;             // Blending equation for RGB
+        int glBlendEquationAlpha;           // Blending equation for alpha
+        bool glCustomBlendModeModified;     // Custom blending factor and equation modification status
+
+        int framebufferWidth;               // Current framebuffer width
+        int framebufferHeight;              // Current framebuffer height
+
+    } State;            // Renderer state
+    struct {
+        bool vao;                           // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
+        bool instancing;                    // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
+        bool texNPOT;                       // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
+        bool texDepth;                      // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
+        bool texDepthWebGL;                 // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
+        bool texFloat32;                    // float textures support (32 bit per channel) (GL_OES_texture_float)
+        bool texFloat16;                    // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
+        bool texCompDXT;                    // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
+        bool texCompETC1;                   // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
+        bool texCompETC2;                   // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
+        bool texCompPVRT;                   // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
+        bool texCompASTC;                   // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
+        bool texMirrorClamp;                // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
+        bool texAnisoFilter;                // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
+        bool computeShader;                 // Compute shaders support (GL_ARB_compute_shader)
+        bool ssbo;                          // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
+
+        float maxAnisotropyLevel;           // Maximum anisotropy level supported (minimum is 2.0f)
+        int maxDepthBits;                   // Maximum bits for depth component
+
+    } ExtSupported;     // Extensions supported flags
+} rlglData;
+
+typedef void *(*rlglLoadProc)(const char *name);   // OpenGL extension functions loader signature (same as GLADloadproc)
+
+#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
+static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static rlglData RLGL = { 0 };
+#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
+// NOTE: VAO functionality is exposed through extensions (OES)
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
+
+// NOTE: Instancing functionality could also be available through extension
+static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
+static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
+static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static void rlLoadShaderDefault(void);      // Load default shader
+static void rlUnloadShaderDefault(void);    // Unload default shader
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
+#endif  // RLGL_SHOW_GL_DETAILS_INFO
+#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+static int rlGetPixelDataSize(int width, int height, int format);   // Get pixel data size in bytes (image or texture)
+
+// Auxiliar matrix math functions
+typedef struct rl_float16 {
+    float v[16];
+} rl_float16;
+static rl_float16 rlMatrixToFloatV(Matrix mat);             // Get float array of matrix data
+#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v)      // Get float vector for Matrix
+static Matrix rlMatrixIdentity(void);                       // Get identity matrix
+static Matrix rlMatrixMultiply(Matrix left, Matrix right);  // Multiply two matrices
+static Matrix rlMatrixTranspose(Matrix mat);                // Transposes provided matrix
+static Matrix rlMatrixInvert(Matrix mat);                   // Invert provided matrix
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix operations
+//----------------------------------------------------------------------------------
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlMatrixMode(int mode)
+{
+    switch (mode)
+    {
+        case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
+        case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
+        case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
+        default: break;
+    }
+}
+
+void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
+{
+    glFrustum(left, right, bottom, top, znear, zfar);
+}
+
+void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
+{
+    glOrtho(left, right, bottom, top, znear, zfar);
+}
+
+void rlPushMatrix(void) { glPushMatrix(); }
+void rlPopMatrix(void) { glPopMatrix(); }
+void rlLoadIdentity(void) { glLoadIdentity(); }
+void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
+void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
+void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
+#endif
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Choose the current matrix to be transformed
+void rlMatrixMode(int mode)
+{
+    if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
+    else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
+    //else if (mode == RL_TEXTURE) // Not supported
+
+    RLGL.State.currentMatrixMode = mode;
+}
+
+// Push the current matrix into RLGL.State.stack
+void rlPushMatrix(void)
+{
+    if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
+
+    if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
+    {
+        RLGL.State.transformRequired = true;
+        RLGL.State.currentMatrix = &RLGL.State.transform;
+    }
+
+    RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
+    RLGL.State.stackCounter++;
+}
+
+// Pop lattest inserted matrix from RLGL.State.stack
+void rlPopMatrix(void)
+{
+    if (RLGL.State.stackCounter > 0)
+    {
+        Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
+        *RLGL.State.currentMatrix = mat;
+        RLGL.State.stackCounter--;
+    }
+
+    if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
+    {
+        RLGL.State.currentMatrix = &RLGL.State.modelview;
+        RLGL.State.transformRequired = false;
+    }
+}
+
+// Reset current matrix to identity matrix
+void rlLoadIdentity(void)
+{
+    *RLGL.State.currentMatrix = rlMatrixIdentity();
+}
+
+// Multiply the current matrix by a translation matrix
+void rlTranslatef(float x, float y, float z)
+{
+    Matrix matTranslation = {
+        1.0f, 0.0f, 0.0f, x,
+        0.0f, 1.0f, 0.0f, y,
+        0.0f, 0.0f, 1.0f, z,
+        0.0f, 0.0f, 0.0f, 1.0f
+    };
+
+    // NOTE: We transpose matrix with multiplication order
+    *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a rotation matrix
+// NOTE: The provided angle must be in degrees
+void rlRotatef(float angle, float x, float y, float z)
+{
+    Matrix matRotation = rlMatrixIdentity();
+
+    // Axis vector (x, y, z) normalization
+    float lengthSquared = x*x + y*y + z*z;
+    if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
+    {
+        float inverseLength = 1.0f/sqrtf(lengthSquared);
+        x *= inverseLength;
+        y *= inverseLength;
+        z *= inverseLength;
+    }
+
+    // Rotation matrix generation
+    float sinres = sinf(DEG2RAD*angle);
+    float cosres = cosf(DEG2RAD*angle);
+    float t = 1.0f - cosres;
+
+    matRotation.m0 = x*x*t + cosres;
+    matRotation.m1 = y*x*t + z*sinres;
+    matRotation.m2 = z*x*t - y*sinres;
+    matRotation.m3 = 0.0f;
+
+    matRotation.m4 = x*y*t - z*sinres;
+    matRotation.m5 = y*y*t + cosres;
+    matRotation.m6 = z*y*t + x*sinres;
+    matRotation.m7 = 0.0f;
+
+    matRotation.m8 = x*z*t + y*sinres;
+    matRotation.m9 = y*z*t - x*sinres;
+    matRotation.m10 = z*z*t + cosres;
+    matRotation.m11 = 0.0f;
+
+    matRotation.m12 = 0.0f;
+    matRotation.m13 = 0.0f;
+    matRotation.m14 = 0.0f;
+    matRotation.m15 = 1.0f;
+
+    // NOTE: We transpose matrix with multiplication order
+    *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a scaling matrix
+void rlScalef(float x, float y, float z)
+{
+    Matrix matScale = {
+        x, 0.0f, 0.0f, 0.0f,
+        0.0f, y, 0.0f, 0.0f,
+        0.0f, 0.0f, z, 0.0f,
+        0.0f, 0.0f, 0.0f, 1.0f
+    };
+
+    // NOTE: We transpose matrix with multiplication order
+    *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by another matrix
+void rlMultMatrixf(const float *matf)
+{
+    // Matrix creation from array
+    Matrix mat = { matf[0], matf[4], matf[8], matf[12],
+                   matf[1], matf[5], matf[9], matf[13],
+                   matf[2], matf[6], matf[10], matf[14],
+                   matf[3], matf[7], matf[11], matf[15] };
+
+    *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a perspective matrix generated by parameters
+void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
+{
+    Matrix matFrustum = { 0 };
+
+    float rl = (float)(right - left);
+    float tb = (float)(top - bottom);
+    float fn = (float)(zfar - znear);
+
+    matFrustum.m0 = ((float) znear*2.0f)/rl;
+    matFrustum.m1 = 0.0f;
+    matFrustum.m2 = 0.0f;
+    matFrustum.m3 = 0.0f;
+
+    matFrustum.m4 = 0.0f;
+    matFrustum.m5 = ((float) znear*2.0f)/tb;
+    matFrustum.m6 = 0.0f;
+    matFrustum.m7 = 0.0f;
+
+    matFrustum.m8 = ((float)right + (float)left)/rl;
+    matFrustum.m9 = ((float)top + (float)bottom)/tb;
+    matFrustum.m10 = -((float)zfar + (float)znear)/fn;
+    matFrustum.m11 = -1.0f;
+
+    matFrustum.m12 = 0.0f;
+    matFrustum.m13 = 0.0f;
+    matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
+    matFrustum.m15 = 0.0f;
+
+    *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
+}
+
+// Multiply the current matrix by an orthographic matrix generated by parameters
+void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
+{
+    // NOTE: If left-right and top-botton values are equal it could create a division by zero,
+    // response to it is platform/compiler dependant
+    Matrix matOrtho = { 0 };
+
+    float rl = (float)(right - left);
+    float tb = (float)(top - bottom);
+    float fn = (float)(zfar - znear);
+
+    matOrtho.m0 = 2.0f/rl;
+    matOrtho.m1 = 0.0f;
+    matOrtho.m2 = 0.0f;
+    matOrtho.m3 = 0.0f;
+    matOrtho.m4 = 0.0f;
+    matOrtho.m5 = 2.0f/tb;
+    matOrtho.m6 = 0.0f;
+    matOrtho.m7 = 0.0f;
+    matOrtho.m8 = 0.0f;
+    matOrtho.m9 = 0.0f;
+    matOrtho.m10 = -2.0f/fn;
+    matOrtho.m11 = 0.0f;
+    matOrtho.m12 = -((float)left + (float)right)/rl;
+    matOrtho.m13 = -((float)top + (float)bottom)/tb;
+    matOrtho.m14 = -((float)zfar + (float)znear)/fn;
+    matOrtho.m15 = 1.0f;
+
+    *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
+}
+#endif
+
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: We store current viewport dimensions
+void rlViewport(int x, int y, int width, int height)
+{
+    glViewport(x, y, width, height);
+}
+
+// Set clip planes distances
+void rlSetClipPlanes(double nearPlane, double farPlane)
+{
+    rlCullDistanceNear = nearPlane;
+    rlCullDistanceFar = farPlane;
+}
+
+// Get cull plane distance near
+double rlGetCullDistanceNear(void)
+{
+    return rlCullDistanceNear;
+}
+
+// Get cull plane distance far
+double rlGetCullDistanceFar(void)
+{
+    return rlCullDistanceFar;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vertex level operations
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_11)
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlBegin(int mode)
+{
+    switch (mode)
+    {
+        case RL_LINES: glBegin(GL_LINES); break;
+        case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
+        case RL_QUADS: glBegin(GL_QUADS); break;
+        default: break;
+    }
+}
+
+void rlEnd(void) { glEnd(); }
+void rlVertex2i(int x, int y) { glVertex2i(x, y); }
+void rlVertex2f(float x, float y) { glVertex2f(x, y); }
+void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
+void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
+void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
+void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
+void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
+void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
+#endif
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Initialize drawing mode (how to organize vertex)
+void rlBegin(int mode)
+{
+    // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
+    // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
+    if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
+    {
+        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
+        {
+            // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
+            // that way, following QUADS drawing will keep aligned with index processing
+            // It implies adding some extra alignment vertex at the end of the draw,
+            // those vertex are not processed but they are considered as an additional offset
+            // for the next set of vertex to be drawn
+            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+            else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+            else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+            if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+            {
+                RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+                RLGL.currentBatch->drawCounter++;
+            }
+        }
+
+        if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
+    }
+}
+
+// Finish vertex providing
+void rlEnd(void)
+{
+    // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
+    // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
+    // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
+    RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
+}
+
+// Define one vertex (position)
+// NOTE: Vertex position data is the basic information required for drawing
+void rlVertex3f(float x, float y, float z)
+{
+    float tx = x;
+    float ty = y;
+    float tz = z;
+
+    // Transform provided vector if required
+    if (RLGL.State.transformRequired)
+    {
+        tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
+        ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
+        tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
+    }
+
+    // WARNING: We can't break primitives when launching a new batch
+    // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
+    // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
+    if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
+    {
+        if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
+            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
+        {
+            // Reached the maximum number of vertices for RL_LINES drawing
+            // Launch a draw call but keep current state for next vertices comming
+            // NOTE: We add +1 vertex to the check for security
+            rlCheckRenderBatchLimit(2 + 1);
+        }
+        else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
+            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
+        {
+            rlCheckRenderBatchLimit(3 + 1);
+        }
+        else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
+            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
+        {
+            rlCheckRenderBatchLimit(4 + 1);
+        }
+    }
+
+    // Add vertices
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
+
+    // Add current texcoord
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
+
+    // Add current normal
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
+
+    // Add current color
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
+    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
+
+    RLGL.State.vertexCounter++;
+    RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
+}
+
+// Define one vertex (position)
+void rlVertex2f(float x, float y)
+{
+    rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
+}
+
+// Define one vertex (position)
+void rlVertex2i(int x, int y)
+{
+    rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
+}
+
+// Define one vertex (texture coordinate)
+// NOTE: Texture coordinates are limited to QUADS only
+void rlTexCoord2f(float x, float y)
+{
+    RLGL.State.texcoordx = x;
+    RLGL.State.texcoordy = y;
+}
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only?
+void rlNormal3f(float x, float y, float z)
+{
+    float normalx = x;
+    float normaly = y;
+    float normalz = z;
+    if (RLGL.State.transformRequired)
+    {
+        normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
+        normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
+        normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
+    }
+    float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
+    if (length != 0.0f)
+    {
+        float ilength = 1.0f/length;
+        normalx *= ilength;
+        normaly *= ilength;
+        normalz *= ilength;
+    }
+    RLGL.State.normalx = normalx;
+    RLGL.State.normaly = normaly;
+    RLGL.State.normalz = normalz;
+}
+
+// Define one vertex (color)
+void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
+{
+    RLGL.State.colorr = x;
+    RLGL.State.colorg = y;
+    RLGL.State.colorb = z;
+    RLGL.State.colora = w;
+}
+
+// Define one vertex (color)
+void rlColor4f(float r, float g, float b, float a)
+{
+    rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
+}
+
+// Define one vertex (color)
+void rlColor3f(float x, float y, float z)
+{
+    rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
+}
+
+#endif
+
+//--------------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
+//--------------------------------------------------------------------------------------
+
+// Set current texture to use
+void rlSetTexture(unsigned int id)
+{
+    if (id == 0)
+    {
+#if defined(GRAPHICS_API_OPENGL_11)
+        rlDisableTexture();
+#else
+        // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
+        if (RLGL.State.vertexCounter >=
+            RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
+        {
+            rlDrawRenderBatch(RLGL.currentBatch);
+        }
+#endif
+    }
+    else
+    {
+#if defined(GRAPHICS_API_OPENGL_11)
+        rlEnableTexture(id);
+#else
+        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
+        {
+            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
+            {
+                // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
+                // that way, following QUADS drawing will keep aligned with index processing
+                // It implies adding some extra alignment vertex at the end of the draw,
+                // those vertex are not processed but they are considered as an additional offset
+                // for the next set of vertex to be drawn
+                if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+                else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+                else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+                if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+                {
+                    RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+
+                    RLGL.currentBatch->drawCounter++;
+                }
+            }
+
+            if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
+            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+        }
+#endif
+    }
+}
+
+// Select and active a texture slot
+void rlActiveTextureSlot(int slot)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glActiveTexture(GL_TEXTURE0 + slot);
+#endif
+}
+
+// Enable texture
+void rlEnableTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+    glEnable(GL_TEXTURE_2D);
+#endif
+    glBindTexture(GL_TEXTURE_2D, id);
+}
+
+// Disable texture
+void rlDisableTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+    glDisable(GL_TEXTURE_2D);
+#endif
+    glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Enable texture cubemap
+void rlEnableTextureCubemap(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+#endif
+}
+
+// Disable texture cubemap
+void rlDisableTextureCubemap(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Set texture parameters (wrap mode/filter mode)
+void rlTextureParameters(unsigned int id, int param, int value)
+{
+    glBindTexture(GL_TEXTURE_2D, id);
+
+#if !defined(GRAPHICS_API_OPENGL_11)
+    // Reset anisotropy filter, in case it was set
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+#endif
+
+    switch (param)
+    {
+        case RL_TEXTURE_WRAP_S:
+        case RL_TEXTURE_WRAP_T:
+        {
+            if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+            {
+#if !defined(GRAPHICS_API_OPENGL_11)
+                if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
+                else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
+#endif
+            }
+            else glTexParameteri(GL_TEXTURE_2D, param, value);
+
+        } break;
+        case RL_TEXTURE_MAG_FILTER:
+        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
+        case RL_TEXTURE_FILTER_ANISOTROPIC:
+        {
+#if !defined(GRAPHICS_API_OPENGL_11)
+            if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+            else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+            {
+                TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+            }
+            else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+#endif
+        } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+        case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+        default: break;
+    }
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Set cubemap parameters (wrap mode/filter mode)
+void rlCubemapParameters(unsigned int id, int param, int value)
+{
+#if !defined(GRAPHICS_API_OPENGL_11)
+    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+    // Reset anisotropy filter, in case it was set
+    glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+
+    switch (param)
+    {
+        case RL_TEXTURE_WRAP_S:
+        case RL_TEXTURE_WRAP_T:
+        {
+            if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+            {
+                if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+                else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
+            }
+            else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+
+        } break;
+        case RL_TEXTURE_MAG_FILTER:
+        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
+        case RL_TEXTURE_FILTER_ANISOTROPIC:
+        {
+            if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+            else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+            {
+                TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+                glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+            }
+            else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+        } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+        case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+        default: break;
+    }
+
+    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Enable shader program
+void rlEnableShader(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+    glUseProgram(id);
+#endif
+}
+
+// Disable shader program
+void rlDisableShader(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+    glUseProgram(0);
+#endif
+}
+
+// Enable rendering to texture (fbo)
+void rlEnableFramebuffer(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glBindFramebuffer(GL_FRAMEBUFFER, id);
+#endif
+}
+
+// return the active render texture (fbo)
+unsigned int rlGetActiveFramebuffer(void)
+{
+    GLint fboId = 0;
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
+#endif
+    return fboId;
+}
+
+// Disable rendering to texture
+void rlDisableFramebuffer(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+// Blit active framebuffer to main framebuffer
+void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
+#endif
+}
+
+// Bind framebuffer object (fbo)
+void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glBindFramebuffer(target, framebuffer);
+#endif
+}
+
+// Activate multiple draw color buffers
+// NOTE: One color buffer is always active by default
+void rlActiveDrawBuffers(int count)
+{
+#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
+    // NOTE: Maximum number of draw buffers supported is implementation dependant,
+    // it can be queried with glGet*() but it must be at least 8
+    //GLint maxDrawBuffers = 0;
+    //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
+
+    if (count > 0)
+    {
+        if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
+        else
+        {
+            unsigned int buffers[8] = {
+#if defined(GRAPHICS_API_OPENGL_ES3)
+                GL_COLOR_ATTACHMENT0_EXT,
+                GL_COLOR_ATTACHMENT1_EXT,
+                GL_COLOR_ATTACHMENT2_EXT,
+                GL_COLOR_ATTACHMENT3_EXT,
+                GL_COLOR_ATTACHMENT4_EXT,
+                GL_COLOR_ATTACHMENT5_EXT,
+                GL_COLOR_ATTACHMENT6_EXT,
+                GL_COLOR_ATTACHMENT7_EXT,
+#else
+                GL_COLOR_ATTACHMENT0,
+                GL_COLOR_ATTACHMENT1,
+                GL_COLOR_ATTACHMENT2,
+                GL_COLOR_ATTACHMENT3,
+                GL_COLOR_ATTACHMENT4,
+                GL_COLOR_ATTACHMENT5,
+                GL_COLOR_ATTACHMENT6,
+                GL_COLOR_ATTACHMENT7,
+#endif
+            };
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+            glDrawBuffersEXT(count, buffers);
+#else
+            glDrawBuffers(count, buffers);
+#endif
+        }
+    }
+    else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// General render state configuration
+//----------------------------------------------------------------------------------
+
+// Enable color blending
+void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
+
+// Disable color blending
+void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
+
+// Enable depth test
+void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
+
+// Disable depth test
+void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
+
+// Enable depth write
+void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
+
+// Disable depth write
+void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
+
+// Enable backface culling
+void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
+
+// Disable backface culling
+void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
+
+// Set color mask active for screen read/draw
+void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
+
+// Set face culling mode
+void rlSetCullFace(int mode)
+{
+    switch (mode)
+    {
+        case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
+        case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
+        default: break;
+    }
+}
+
+// Enable scissor test
+void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
+
+// Disable scissor test
+void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
+
+// Scissor test
+void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
+
+// Enable wire mode
+void rlEnableWireMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    // NOTE: glPolygonMode() not available on OpenGL ES
+    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+#endif
+}
+
+// Enable point mode
+void rlEnablePointMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    // NOTE: glPolygonMode() not available on OpenGL ES
+    glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
+    glEnable(GL_PROGRAM_POINT_SIZE);
+#endif
+}
+
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    // NOTE: glPolygonMode() not available on OpenGL ES
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+}
+
+// Set the line drawing width
+void rlSetLineWidth(float width) { glLineWidth(width); }
+
+// Get the line drawing width
+float rlGetLineWidth(void)
+{
+    float width = 0;
+    glGetFloatv(GL_LINE_WIDTH, &width);
+    return width;
+}
+
+// Enable line aliasing
+void rlEnableSmoothLines(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
+    glEnable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Disable line aliasing
+void rlDisableSmoothLines(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
+    glDisable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Enable stereo rendering
+void rlEnableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+    RLGL.State.stereoRender = true;
+#endif
+}
+
+// Disable stereo rendering
+void rlDisableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+    RLGL.State.stereoRender = false;
+#endif
+}
+
+// Check if stereo render is enabled
+bool rlIsStereoRenderEnabled(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+    return RLGL.State.stereoRender;
+#else
+    return false;
+#endif
+}
+
+// Clear color buffer with color
+void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+{
+    // Color values clamp to 0.0f(0) and 1.0f(255)
+    float cr = (float)r/255;
+    float cg = (float)g/255;
+    float cb = (float)b/255;
+    float ca = (float)a/255;
+
+    glClearColor(cr, cg, cb, ca);
+}
+
+// Clear used screen buffers (color and depth)
+void rlClearScreenBuffers(void)
+{
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear used buffers: Color and Depth (Depth is used for 3D)
+    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
+}
+
+// Check and log OpenGL error codes
+void rlCheckErrors(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    int check = 1;
+    while (check)
+    {
+        const GLenum err = glGetError();
+        switch (err)
+        {
+            case GL_NO_ERROR: check = 0; break;
+            case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
+            case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
+            case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
+            case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
+            case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
+            case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
+            case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
+            default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
+        }
+    }
+#endif
+}
+
+// Set blend mode
+void rlSetBlendMode(int mode)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
+    {
+        rlDrawRenderBatch(RLGL.currentBatch);
+
+        switch (mode)
+        {
+            case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+            case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+            case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+            case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+            case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
+            case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+            case RL_BLEND_CUSTOM:
+            {
+                // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
+                glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
+
+            } break;
+            case RL_BLEND_CUSTOM_SEPARATE:
+            {
+                // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
+                glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
+                glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
+
+            } break;
+            default: break;
+        }
+
+        RLGL.State.currentBlendMode = mode;
+        RLGL.State.glCustomBlendModeModified = false;
+    }
+#endif
+}
+
+// Set blending mode factor and equation
+void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
+        (RLGL.State.glBlendDstFactor != glDstFactor) ||
+        (RLGL.State.glBlendEquation != glEquation))
+    {
+        RLGL.State.glBlendSrcFactor = glSrcFactor;
+        RLGL.State.glBlendDstFactor = glDstFactor;
+        RLGL.State.glBlendEquation = glEquation;
+
+        RLGL.State.glCustomBlendModeModified = true;
+    }
+#endif
+}
+
+// Set blending mode factor and equation separately for RGB and alpha
+void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
+        (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
+        (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
+        (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
+        (RLGL.State.glBlendEquationRGB != glEqRGB) ||
+        (RLGL.State.glBlendEquationAlpha != glEqAlpha))
+    {
+        RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
+        RLGL.State.glBlendDestFactorRGB = glDstRGB;
+        RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
+        RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
+        RLGL.State.glBlendEquationRGB = glEqRGB;
+        RLGL.State.glBlendEquationAlpha = glEqAlpha;
+
+        RLGL.State.glCustomBlendModeModified = true;
+    }
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL Debug
+//----------------------------------------------------------------------------------
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+    // Ignore non-significant error/warning codes (NVidia drivers)
+    // NOTE: Here there are the details with a sample output:
+    // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
+    // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
+    //             will use VIDEO memory as the source for buffer object operations. (severity: low)
+    // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
+    // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
+    //             a defined base level and cannot be used for texture mapping. (severity: low)
+    if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
+
+    const char *msgSource = NULL;
+    switch (source)
+    {
+        case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
+        case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
+        case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
+        case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
+        case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
+        case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
+        default: break;
+    }
+
+    const char *msgType = NULL;
+    switch (type)
+    {
+        case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
+        case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
+        case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
+        case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
+        case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
+        case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
+        case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
+        case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
+        case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
+        default: break;
+    }
+
+    const char *msgSeverity = "DEFAULT";
+    switch (severity)
+    {
+        case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
+        case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
+        case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
+        case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
+        default: break;
+    }
+
+    TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
+    TRACELOG(LOG_WARNING, "    > Type: %s", msgType);
+    TRACELOG(LOG_WARNING, "    > Source = %s", msgSource);
+    TRACELOG(LOG_WARNING, "    > Severity = %s", msgSeverity);
+}
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl functionality
+//----------------------------------------------------------------------------------
+
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
+{
+    // Enable OpenGL debug context if required
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+    if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
+    {
+        glDebugMessageCallback(rlDebugMessageCallback, 0);
+        // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
+
+        // Debug context options:
+        //  - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
+        //  - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
+        glEnable(GL_DEBUG_OUTPUT);
+        glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
+    }
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Init default white texture
+    unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
+    RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
+
+    if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
+    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
+
+    // Init default Shader (customized for GL 3.3 and ES2)
+    // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
+    rlLoadShaderDefault();
+    RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
+    RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
+
+    // Init default vertex arrays buffers
+    // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
+    RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
+    RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
+    RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
+    RLGL.currentBatch = &RLGL.defaultBatch;
+
+    // Init stack matrices (emulating OpenGL 1.1)
+    for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
+
+    // Init internal matrices
+    RLGL.State.transform = rlMatrixIdentity();
+    RLGL.State.projection = rlMatrixIdentity();
+    RLGL.State.modelview = rlMatrixIdentity();
+    RLGL.State.currentMatrix = &RLGL.State.modelview;
+#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+    // Initialize OpenGL default states
+    //----------------------------------------------------------
+    // Init state: Depth test
+    glDepthFunc(GL_LEQUAL);                                 // Type of depth testing to apply
+    glDisable(GL_DEPTH_TEST);                               // Disable depth testing for 2D (only used for 3D)
+
+    // Init state: Blending mode
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);      // Color blending function (how colors are mixed)
+    glEnable(GL_BLEND);                                     // Enable color blending (required to work with transparencies)
+
+    // Init state: Culling
+    // NOTE: All shapes/models triangles are drawn CCW
+    glCullFace(GL_BACK);                                    // Cull the back face (default)
+    glFrontFace(GL_CCW);                                    // Front face are defined counter clockwise (default)
+    glEnable(GL_CULL_FACE);                                 // Enable backface culling
+
+    // Init state: Cubemap seamless
+#if defined(GRAPHICS_API_OPENGL_33)
+    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);                 // Seamless cubemaps (not supported on OpenGL ES 2.0)
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+    // Init state: Color hints (deprecated in OpenGL 3.0+)
+    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Improve quality of color and texture coordinate interpolation
+    glShadeModel(GL_SMOOTH);                                // Smooth shading between vertex (vertex colors interpolation)
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Store screen size into global variables
+    RLGL.State.framebufferWidth = width;
+    RLGL.State.framebufferHeight = height;
+
+    TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
+    //----------------------------------------------------------
+#endif
+
+    // Init state: Color/Depth buffers clear
+    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);                   // Set clear color (black)
+    glClearDepth(1.0f);                                     // Set clear depth value (default)
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear color and depth buffers (depth buffer required for 3D)
+}
+
+// Vertex Buffer Object deinitialization (memory free)
+void rlglClose(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    rlUnloadRenderBatch(RLGL.defaultBatch);
+
+    rlUnloadShaderDefault();          // Unload default shader
+
+    glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
+    TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
+#endif
+}
+
+// Load OpenGL extensions
+// NOTE: External loader function must be provided
+void rlLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33)     // Also defined for GRAPHICS_API_OPENGL_21
+    // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
+    if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+    else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+    // Get number of supported extensions
+    GLint numExt = 0;
+    glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+    TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+    // Get supported extensions list
+    // WARNING: glGetStringi() not available on OpenGL 2.1
+    TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+    for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", glGetStringi(GL_EXTENSIONS, i));
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+    // Register supported extensions flags
+    // Optional OpenGL 2.1 extensions
+    RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
+    RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
+    RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
+    RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
+    RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
+    RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
+    RLGL.ExtSupported.maxDepthBits = 32;
+    RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
+    RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
+#else
+    // Register supported extensions flags
+    // OpenGL 3.3 extensions supported by default (core)
+    RLGL.ExtSupported.vao = true;
+    RLGL.ExtSupported.instancing = true;
+    RLGL.ExtSupported.texNPOT = true;
+    RLGL.ExtSupported.texFloat32 = true;
+    RLGL.ExtSupported.texFloat16 = true;
+    RLGL.ExtSupported.texDepth = true;
+    RLGL.ExtSupported.maxDepthBits = 32;
+    RLGL.ExtSupported.texAnisoFilter = true;
+    RLGL.ExtSupported.texMirrorClamp = true;
+#endif
+
+    // Optional OpenGL 3.3 extensions
+    RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
+    RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc;  // Texture compression: DXT
+    RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility;        // Texture compression: ETC2/EAC
+    #if defined(GRAPHICS_API_OPENGL_43)
+    RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
+    RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
+    #endif
+
+#endif  // GRAPHICS_API_OPENGL_33
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+    // Register supported extensions flags
+    // OpenGL ES 3.0 extensions supported by default (or it should be)
+    RLGL.ExtSupported.vao = true;
+    RLGL.ExtSupported.instancing = true;
+    RLGL.ExtSupported.texNPOT = true;
+    RLGL.ExtSupported.texFloat32 = true;
+    RLGL.ExtSupported.texFloat16 = true;
+    RLGL.ExtSupported.texDepth = true;
+    RLGL.ExtSupported.texDepthWebGL = true;
+    RLGL.ExtSupported.maxDepthBits = 24;
+    RLGL.ExtSupported.texAnisoFilter = true;
+    RLGL.ExtSupported.texMirrorClamp = true;
+    // TODO: Check for additional OpenGL ES 3.0 supported extensions:
+    //RLGL.ExtSupported.texCompDXT = true;
+    //RLGL.ExtSupported.texCompETC1 = true;
+    //RLGL.ExtSupported.texCompETC2 = true;
+    //RLGL.ExtSupported.texCompPVRT = true;
+    //RLGL.ExtSupported.texCompASTC = true;
+    //RLGL.ExtSupported.maxAnisotropyLevel = true;
+    //RLGL.ExtSupported.computeShader = true;
+    //RLGL.ExtSupported.ssbo = true;
+
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+
+    #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
+    // TODO: Support GLAD loader for OpenGL ES 3.0
+    if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
+    else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
+    #endif
+
+    // Get supported extensions list
+    GLint numExt = 0;
+    const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
+    const char *extensions = (const char *)glGetString(GL_EXTENSIONS);  // One big const string
+
+    // NOTE: We have to duplicate string because glGetString() returns a const string
+    int size = strlen(extensions) + 1;      // Get extensions string size in bytes
+    char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
+    strcpy(extensionsDup, extensions);
+    extList[numExt] = extensionsDup;
+
+    for (int i = 0; i < size; i++)
+    {
+        if (extensionsDup[i] == ' ')
+        {
+            extensionsDup[i] = '\0';
+            numExt++;
+            extList[numExt] = &extensionsDup[i + 1];
+        }
+    }
+
+    TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+    TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+    for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", extList[i]);
+#endif
+
+    // Check required extensions
+    for (int i = 0; i < numExt; i++)
+    {
+        // Check VAO support
+        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
+        if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
+        {
+            // The extension is supported by our hardware and driver, try to get related functions pointers
+            // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
+            glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
+            glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
+            glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
+            //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
+
+            if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
+        }
+
+        // Check instanced rendering support
+        if (strstr(extList[i], (const char*)"instanced_arrays") != NULL)   // Broad check for instanced_arrays
+        {
+            // Specific check
+            if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)      // ANGLE
+            {
+                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
+                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
+                glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
+            }
+            else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)   // EXT
+            {
+                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
+                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
+                glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
+            }
+            else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0)    // NVIDIA GLES
+            {
+                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
+                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
+                glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
+            }
+
+            // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
+            if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
+        }
+        else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
+        {
+            // GL_ANGLE_draw_instanced doesn't exist
+            if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
+            {
+                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
+                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
+            }
+            else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
+            {
+                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
+                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
+            }
+
+            // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
+            if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
+        }
+
+        // Check NPOT textures support
+        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
+        if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
+
+        // Check texture float support
+        if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
+        if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
+
+        // Check depth texture support
+        if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
+        if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true;    // WebGL requires unsized internal format
+        if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
+
+        if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;   // Not available on WebGL
+        if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;   // Not available on WebGL
+
+        // Check texture compression support: DXT
+        if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
+            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
+            (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
+
+        // Check texture compression support: ETC1
+        if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
+            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
+
+        // Check texture compression support: ETC2/EAC
+        if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
+
+        // Check texture compression support: PVR
+        if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
+
+        // Check texture compression support: ASTC
+        if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
+
+        // Check anisotropic texture filter support
+        if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
+
+        // Check clamp mirror wrap mode support
+        if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
+    }
+
+    // Free extensions pointers
+    RL_FREE(extList);
+    RL_FREE(extensionsDup);    // Duplicated string must be deallocated
+#endif  // GRAPHICS_API_OPENGL_ES2
+
+    // Check OpenGL information and capabilities
+    //------------------------------------------------------------------------------
+    // Show current OpenGL and GLSL version
+    TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
+    TRACELOG(RL_LOG_INFO, "    > Vendor:   %s", glGetString(GL_VENDOR));
+    TRACELOG(RL_LOG_INFO, "    > Renderer: %s", glGetString(GL_RENDERER));
+    TRACELOG(RL_LOG_INFO, "    > Version:  %s", glGetString(GL_VERSION));
+    TRACELOG(RL_LOG_INFO, "    > GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: Anisotropy levels capability is an extension
+    #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+        #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+    #endif
+    glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+    // Show some OpenGL GPU capabilities
+    TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
+    GLint capability = 0;
+    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_SIZE: %i", capability);
+    glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
+    glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
+    glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIBS: %i", capability);
+    #if !defined(GRAPHICS_API_OPENGL_ES2)
+    glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
+    glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_DRAW_BUFFERS: %i", capability);
+    if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
+    #endif
+    glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
+    GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
+    glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
+    for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, "        %s", rlGetCompressedFormatName(compFormats[i]));
+    RL_FREE(compFormats);
+
+#if defined(GRAPHICS_API_OPENGL_43)
+    glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
+    glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
+    TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_LOCATIONS: %i", capability);
+#endif  // GRAPHICS_API_OPENGL_43
+#else   // RLGL_SHOW_GL_DETAILS_INFO
+
+    // Show some basic info about GL supported features
+    if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
+    else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
+    if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
+    else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
+    if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
+    if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
+    if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
+    if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
+    if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
+    if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
+    if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
+#endif  // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+}
+
+// Get current OpenGL version
+int rlGetVersion(void)
+{
+    int glVersion = 0;
+#if defined(GRAPHICS_API_OPENGL_11)
+    glVersion = RL_OPENGL_11;
+#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+    glVersion = RL_OPENGL_21;
+#elif defined(GRAPHICS_API_OPENGL_43)
+    glVersion = RL_OPENGL_43;
+#elif defined(GRAPHICS_API_OPENGL_33)
+    glVersion = RL_OPENGL_33;
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES3)
+    glVersion = RL_OPENGL_ES_30;
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    glVersion = RL_OPENGL_ES_20;
+#endif
+
+    return glVersion;
+}
+
+// Set current framebuffer width
+void rlSetFramebufferWidth(int width)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    RLGL.State.framebufferWidth = width;
+#endif
+}
+
+// Set current framebuffer height
+void rlSetFramebufferHeight(int height)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    RLGL.State.framebufferHeight = height;
+#endif
+}
+
+// Get default framebuffer width
+int rlGetFramebufferWidth(void)
+{
+    int width = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    width = RLGL.State.framebufferWidth;
+#endif
+    return width;
+}
+
+// Get default framebuffer height
+int rlGetFramebufferHeight(void)
+{
+    int height = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    height = RLGL.State.framebufferHeight;
+#endif
+    return height;
+}
+
+// Get default internal texture (white texture)
+// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+unsigned int rlGetTextureIdDefault(void)
+{
+    unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    id = RLGL.State.defaultTextureId;
+#endif
+    return id;
+}
+
+// Get default shader id
+unsigned int rlGetShaderIdDefault(void)
+{
+    unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    id = RLGL.State.defaultShaderId;
+#endif
+    return id;
+}
+
+// Get default shader locs
+int *rlGetShaderLocsDefault(void)
+{
+    int *locs = NULL;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    locs = RLGL.State.defaultShaderLocs;
+#endif
+    return locs;
+}
+
+// Render batch management
+//------------------------------------------------------------------------------------------------
+// Load render batch
+rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
+{
+    rlRenderBatch batch = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
+    //--------------------------------------------------------------------------------------------
+    batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
+
+    for (int i = 0; i < numBuffers; i++)
+    {
+        batch.vertexBuffer[i].elementCount = bufferElements;
+
+        batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
+        batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float));       // 2 float by texcoord, 4 texcoord by quad
+        batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
+        batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char));   // 4 float by color, 4 colors by quad
+#if defined(GRAPHICS_API_OPENGL_33)
+        batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int));      // 6 int by quad (indices)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+        batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short));  // 6 int by quad (indices)
+#endif
+
+        for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
+        for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
+        for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
+        for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
+
+        int k = 0;
+
+        // Indices can be initialized right now
+        for (int j = 0; j < (6*bufferElements); j += 6)
+        {
+            batch.vertexBuffer[i].indices[j] = 4*k;
+            batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
+            batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
+            batch.vertexBuffer[i].indices[j + 3] = 4*k;
+            batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
+            batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
+
+            k++;
+        }
+
+        RLGL.State.vertexCounter = 0;
+    }
+
+    TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
+    //--------------------------------------------------------------------------------------------
+
+    // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
+    //--------------------------------------------------------------------------------------------
+    for (int i = 0; i < numBuffers; i++)
+    {
+        if (RLGL.ExtSupported.vao)
+        {
+            // Initialize Quads VAO
+            glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
+            glBindVertexArray(batch.vertexBuffer[i].vaoId);
+        }
+
+        // Quads - Vertex buffers binding and attributes enable
+        // Vertex position buffer (shader-location = 0)
+        glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
+        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
+        glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
+        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+        // Vertex texcoord buffer (shader-location = 1)
+        glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
+        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
+        glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
+        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+
+        // Vertex normal buffer (shader-location = 2)
+        glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
+        glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
+        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+
+        // Vertex color buffer (shader-location = 3)
+        glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
+        glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
+        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+        // Fill index buffer
+        glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
+#if defined(GRAPHICS_API_OPENGL_33)
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+    }
+
+    TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
+
+    // Unbind the current VAO
+    if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+    //--------------------------------------------------------------------------------------------
+
+    // Init draw calls tracking system
+    //--------------------------------------------------------------------------------------------
+    batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
+
+    for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
+    {
+        batch.draws[i].mode = RL_QUADS;
+        batch.draws[i].vertexCount = 0;
+        batch.draws[i].vertexAlignment = 0;
+        //batch.draws[i].vaoId = 0;
+        //batch.draws[i].shaderId = 0;
+        batch.draws[i].textureId = RLGL.State.defaultTextureId;
+        //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
+        //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
+    }
+
+    batch.bufferCount = numBuffers;    // Record buffer count
+    batch.drawCounter = 1;             // Reset draws counter
+    batch.currentDepth = -1.0f;         // Reset depth value
+    //--------------------------------------------------------------------------------------------
+#endif
+
+    return batch;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
+void rlUnloadRenderBatch(rlRenderBatch batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Unbind everything
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+    // Unload all vertex buffers data
+    for (int i = 0; i < batch.bufferCount; i++)
+    {
+        // Unbind VAO attribs data
+        if (RLGL.ExtSupported.vao)
+        {
+            glBindVertexArray(batch.vertexBuffer[i].vaoId);
+            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
+            glBindVertexArray(0);
+        }
+
+        // Delete VBOs from GPU (VRAM)
+        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
+        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
+        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
+
+        // Delete VAOs from GPU (VRAM)
+        if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
+
+        // Free vertex arrays memory from CPU (RAM)
+        RL_FREE(batch.vertexBuffer[i].vertices);
+        RL_FREE(batch.vertexBuffer[i].texcoords);
+        RL_FREE(batch.vertexBuffer[i].normals);
+        RL_FREE(batch.vertexBuffer[i].colors);
+        RL_FREE(batch.vertexBuffer[i].indices);
+    }
+
+    // Unload arrays
+    RL_FREE(batch.vertexBuffer);
+    RL_FREE(batch.draws);
+#endif
+}
+
+// Draw render batch
+// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
+void rlDrawRenderBatch(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Update batch vertex buffers
+    //------------------------------------------------------------------------------------------------------------
+    // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
+    // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
+    if (RLGL.State.vertexCounter > 0)
+    {
+        // Activate elements VAO
+        if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
+
+        // Vertex positions buffer
+        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
+
+        // Texture coordinates buffer
+        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
+
+        // Normals buffer
+        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
+
+        // Colors buffer
+        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
+
+        // NOTE: glMapBuffer() causes sync issue
+        // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
+        // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer()
+        // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
+        // allocated pointer immediately even if GPU is still working with the previous data
+
+        // Another option: map the buffer object into client's memory
+        // Probably this code could be moved somewhere else...
+        // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+        // if (batch->vertexBuffer[batch->currentBuffer].vertices)
+        // {
+            // Update vertex data
+        // }
+        // glUnmapBuffer(GL_ARRAY_BUFFER);
+
+        // Unbind the current VAO
+        if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+    }
+    //------------------------------------------------------------------------------------------------------------
+
+    // Draw batch vertex buffers (considering VR stereo if required)
+    //------------------------------------------------------------------------------------------------------------
+    Matrix matProjection = RLGL.State.projection;
+    Matrix matModelView = RLGL.State.modelview;
+
+    int eyeCount = 1;
+    if (RLGL.State.stereoRender) eyeCount = 2;
+
+    for (int eye = 0; eye < eyeCount; eye++)
+    {
+        if (eyeCount == 2)
+        {
+            // Setup current eye viewport (half screen width)
+            rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
+
+            // Set current eye view offset to modelview matrix
+            rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
+            // Set current eye projection matrix
+            rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
+        }
+
+        // Draw buffers
+        if (RLGL.State.vertexCounter > 0)
+        {
+            // Set current shader and upload current MVP matrix
+            glUseProgram(RLGL.State.currentShaderId);
+
+            // Create modelview-projection matrix and upload to shader
+            Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
+            glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
+
+            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
+            {
+                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
+            }
+
+            // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
+            // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
+
+            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
+            {
+                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
+            }
+
+            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
+            {
+                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
+            }
+
+            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
+            {
+                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
+            }
+
+            if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
+            else
+            {
+                // Bind vertex attrib: position (shader-location = 0)
+                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+
+                // Bind vertex attrib: texcoord (shader-location = 1)
+                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+
+                // Bind vertex attrib: normal (shader-location = 2)
+                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+
+                // Bind vertex attrib: color (shader-location = 3)
+                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+
+                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
+            }
+
+            // Setup some default shader values
+            glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+            glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0);  // Active default sampler2D: texture0
+
+            // Activate additional sampler textures
+            // Those additional textures will be common for all draw calls of the batch
+            for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+            {
+                if (RLGL.State.activeTextureId[i] > 0)
+                {
+                    glActiveTexture(GL_TEXTURE0 + 1 + i);
+                    glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
+                }
+            }
+
+            // Activate default sampler2D texture0 (one texture is always active for default batch shader)
+            // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
+            glActiveTexture(GL_TEXTURE0);
+
+            for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
+            {
+                // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
+                glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
+
+                if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
+                else
+                {
+    #if defined(GRAPHICS_API_OPENGL_33)
+                    // We need to define the number of indices to be processed: elementCount*6
+                    // NOTE: The final parameter tells the GPU the offset in bytes from the
+                    // start of the index buffer to the location of the first index to process
+                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
+    #endif
+    #if defined(GRAPHICS_API_OPENGL_ES2)
+                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
+    #endif
+                }
+
+                vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
+            }
+
+            if (!RLGL.ExtSupported.vao)
+            {
+                glBindBuffer(GL_ARRAY_BUFFER, 0);
+                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+            }
+
+            glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
+        }
+
+        if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
+
+        glUseProgram(0);    // Unbind shader program
+    }
+
+    // Restore viewport to default measures
+    if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+    //------------------------------------------------------------------------------------------------------------
+
+    // Reset batch buffers
+    //------------------------------------------------------------------------------------------------------------
+    // Reset vertex counter for next frame
+    RLGL.State.vertexCounter = 0;
+
+    // Reset depth for next draw
+    batch->currentDepth = -1.0f;
+
+    // Restore projection/modelview matrices
+    RLGL.State.projection = matProjection;
+    RLGL.State.modelview = matModelView;
+
+    // Reset RLGL.currentBatch->draws array
+    for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
+    {
+        batch->draws[i].mode = RL_QUADS;
+        batch->draws[i].vertexCount = 0;
+        batch->draws[i].textureId = RLGL.State.defaultTextureId;
+    }
+
+    // Reset active texture units for next batch
+    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
+
+    // Reset draws counter to one draw for the batch
+    batch->drawCounter = 1;
+    //------------------------------------------------------------------------------------------------------------
+
+    // Change to next buffer in the list (in case of multi-buffering)
+    batch->currentBuffer++;
+    if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
+#endif
+}
+
+// Set the active render batch for rlgl
+void rlSetRenderBatchActive(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    rlDrawRenderBatch(RLGL.currentBatch);
+
+    if (batch != NULL) RLGL.currentBatch = batch;
+    else RLGL.currentBatch = &RLGL.defaultBatch;
+#endif
+}
+
+// Update and draw internal render batch
+void rlDrawRenderBatchActive(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Check internal buffer overflow for a given number of vertex
+// and force a rlRenderBatch draw call if required
+bool rlCheckRenderBatchLimit(int vCount)
+{
+    bool overflow = false;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if ((RLGL.State.vertexCounter + vCount) >=
+        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
+    {
+        overflow = true;
+
+        // Store current primitive drawing mode and texture id
+        int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
+        int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
+
+        rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
+
+        // Restore state of last batch so we can continue adding vertices
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
+    }
+#endif
+
+    return overflow;
+}
+
+// Textures data management
+//-----------------------------------------------------------------------------------------
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
+{
+    unsigned int id = 0;
+
+    glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
+
+    // Check texture format support by OpenGL 1.1 (compressed textures not supported)
+#if defined(GRAPHICS_API_OPENGL_11)
+    if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+    {
+        TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
+        return id;
+    }
+#else
+    if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
+        (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
+    {
+        TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
+        return id;
+    }
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
+    {
+        TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
+        return id;
+    }
+
+    if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
+    {
+        TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
+        return id;
+    }
+
+    if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
+    {
+        TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
+        return id;
+    }
+
+    if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
+    {
+        TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
+        return id;
+    }
+#endif
+#endif  // GRAPHICS_API_OPENGL_11
+
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+    glGenTextures(1, &id);              // Generate texture id
+
+    glBindTexture(GL_TEXTURE_2D, id);
+
+    int mipWidth = width;
+    int mipHeight = height;
+    int mipOffset = 0;          // Mipmap data offset, only used for tracelog
+
+    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+    unsigned char *dataPtr = NULL;
+    if (data != NULL) dataPtr = (unsigned char *)data;
+
+    // Load the different mipmap levels
+    for (int i = 0; i < mipmapCount; i++)
+    {
+        unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
+
+        unsigned int glInternalFormat, glFormat, glType;
+        rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+        TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
+
+        if (glInternalFormat != 0)
+        {
+            if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
+#if !defined(GRAPHICS_API_OPENGL_11)
+            else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+            if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
+            {
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+            }
+            else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
+            {
+#if defined(GRAPHICS_API_OPENGL_21)
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
+#elif defined(GRAPHICS_API_OPENGL_33)
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
+#endif
+                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+            }
+#endif
+        }
+
+        mipWidth /= 2;
+        mipHeight /= 2;
+        mipOffset += mipSize;       // Increment offset position to next mipmap
+        if (data != NULL) dataPtr += mipSize;         // Increment data pointer to next mipmap
+
+        // Security check for NPOT textures
+        if (mipWidth < 1) mipWidth = 1;
+        if (mipHeight < 1) mipHeight = 1;
+    }
+
+    // Texture parameters configuration
+    // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
+    if (RLGL.ExtSupported.texNPOT)
+    {
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
+    }
+    else
+    {
+        // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);       // Set texture to clamp on x-axis
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);       // Set texture to clamp on y-axis
+    }
+#else
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
+#endif
+
+    // Magnification and minification filters
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
+
+#if defined(GRAPHICS_API_OPENGL_33)
+    if (mipmapCount > 1)
+    {
+        // Activate Trilinear filtering if mipmaps are available
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+    }
+#endif
+
+    // At this point we have the texture loaded in GPU and texture parameters configured
+
+    // NOTE: If mipmaps were not in data, they are not generated automatically
+
+    // Unbind current texture
+    glBindTexture(GL_TEXTURE_2D, 0);
+
+    if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
+    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
+
+    return id;
+}
+
+// Load depth texture/renderbuffer (to be attached to fbo)
+// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
+unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
+{
+    unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // In case depth textures not supported, we force renderbuffer usage
+    if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
+
+    // NOTE: We let the implementation to choose the best bit-depth
+    // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
+    unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
+
+#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
+    // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
+    // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
+    if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
+    {
+        if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
+        else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
+        else glInternalFormat = GL_DEPTH_COMPONENT16;
+    }
+#endif
+
+    if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
+    {
+        glGenTextures(1, &id);
+        glBindTexture(GL_TEXTURE_2D, id);
+        glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+        glBindTexture(GL_TEXTURE_2D, 0);
+
+        TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
+    }
+    else
+    {
+        // Create the renderbuffer that will serve as the depth attachment for the framebuffer
+        // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
+        glGenRenderbuffers(1, &id);
+        glBindRenderbuffer(GL_RENDERBUFFER, id);
+        glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
+
+        glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+        TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
+    }
+#endif
+
+    return id;
+}
+
+// Load texture cubemap
+// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
+// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
+unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
+{
+    unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    int mipSize = size;
+
+    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+    unsigned char *dataPtr = NULL;
+    if (data != NULL) dataPtr = (unsigned char *)data;
+
+    unsigned int dataSize = rlGetPixelDataSize(size, size, format);
+
+    glGenTextures(1, &id);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+    unsigned int glInternalFormat, glFormat, glType;
+    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+    if (glInternalFormat != 0)
+    {
+        // Load cubemap faces/mipmaps
+        for (int i = 0; i < 6*mipmapCount; i++)
+        {
+            int mipmapLevel = i/6;
+            int face = i%6;
+
+            if (data == NULL)
+            {
+                if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+                {
+                    if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || 
+                        (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
+                        (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || 
+                        (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
+                    else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
+                }
+                else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
+            }
+            else
+            {
+                if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize);
+                else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
+            }
+
+#if defined(GRAPHICS_API_OPENGL_33)
+            if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
+            {
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+                glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+            }
+            else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
+            {
+#if defined(GRAPHICS_API_OPENGL_21)
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
+#elif defined(GRAPHICS_API_OPENGL_33)
+                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
+#endif
+                glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+            }
+#endif
+            if (face == 5)
+            {
+                mipSize /= 2;
+                if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
+
+                // Security check for NPOT textures
+                if (mipSize < 1) mipSize = 1;
+
+                dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
+            }
+        }
+    }
+
+    // Set cubemap texture sampling parameters
+    if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+    else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#if defined(GRAPHICS_API_OPENGL_33)
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);  // Flag not supported on OpenGL ES 2.0
+#endif
+
+    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+
+    if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
+    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
+
+    return id;
+}
+
+// Update already loaded texture in GPU with new data
+// NOTE: We don't know safely if internal texture format is the expected one...
+void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
+{
+    glBindTexture(GL_TEXTURE_2D, id);
+
+    unsigned int glInternalFormat, glFormat, glType;
+    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+    if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+    {
+        glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
+    }
+    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
+}
+
+// Get OpenGL internal formats and data type from raylib PixelFormat
+void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
+{
+    *glInternalFormat = 0;
+    *glFormat = 0;
+    *glType = 0;
+
+    switch (format)
+    {
+    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+        // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+        #if !defined(GRAPHICS_API_OPENGL_11)
+        #if defined(GRAPHICS_API_OPENGL_ES3)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+        #else
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break;            // NOTE: Requires extension OES_texture_float
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break;                  // NOTE: Requires extension OES_texture_float
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;             // NOTE: Requires extension OES_texture_float
+        #if defined(GRAPHICS_API_OPENGL_21)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
+        #else // defined(GRAPHICS_API_OPENGL_ES2)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break;   // NOTE: Requires extension OES_texture_half_float
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break;         // NOTE: Requires extension OES_texture_half_float
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break;    // NOTE: Requires extension OES_texture_half_float
+        #endif
+        #endif
+        #endif
+    #elif defined(GRAPHICS_API_OPENGL_33)
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+    #endif
+    #if !defined(GRAPHICS_API_OPENGL_11)
+        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break;    // NOTE: Requires PowerVR GPU
+        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break;  // NOTE: Requires PowerVR GPU
+        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+    #endif
+        default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
+    }
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+    glDeleteTextures(1, &id);
+}
+
+// Generate mipmap data for selected texture
+// NOTE: Only supports GPU mipmap generation
+void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindTexture(GL_TEXTURE_2D, id);
+
+    // Check if texture is power-of-two (POT)
+    bool texIsPOT = false;
+
+    if (((width > 0) && ((width & (width - 1)) == 0)) &&
+        ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
+
+    if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
+    {
+        //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
+        glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
+
+        #define MIN(a,b) (((a)<(b))? (a):(b))
+        #define MAX(a,b) (((a)>(b))? (a):(b))
+
+        *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
+        TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
+    }
+    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+#else
+    TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
+#endif
+}
+
+// Read texture pixel data
+void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
+{
+    void *pixels = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+    glBindTexture(GL_TEXTURE_2D, id);
+
+    // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+    // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
+    //int width, height, format;
+    //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+    //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+    //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
+
+    // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding
+    // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting
+    // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
+    // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
+    glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+    unsigned int glInternalFormat, glFormat, glType;
+    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+    unsigned int size = rlGetPixelDataSize(width, height, format);
+
+    if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+    {
+        pixels = RL_MALLOC(size);
+        glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+    }
+    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+    // glGetTexImage() is not available on OpenGL ES 2.0
+    // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
+    // Two possible Options:
+    // 1 - Bind texture to color fbo attachment and glReadPixels()
+    // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
+    // We are using Option 1, just need to care for texture format on retrieval
+    // NOTE: This behaviour could be conditioned by graphic driver...
+    unsigned int fboId = rlLoadFramebuffer();
+
+    glBindFramebuffer(GL_FRAMEBUFFER, fboId);
+    glBindTexture(GL_TEXTURE_2D, 0);
+
+    // Attach our texture to FBO
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
+
+    // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
+    pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
+    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    // Clean up temporal fbo
+    rlUnloadFramebuffer(fboId);
+#endif
+
+    return pixels;
+}
+
+// Read screen pixel data (color buffer)
+unsigned char *rlReadScreenPixels(int width, int height)
+{
+    unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
+
+    // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
+    // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
+    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
+
+    // Flip image vertically!
+    unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
+
+    for (int y = height - 1; y >= 0; y--)
+    {
+        for (int x = 0; x < (width*4); x++)
+        {
+            imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];  // Flip line
+
+            // Set alpha component value to 255 (no trasparent image retrieval)
+            // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
+            if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
+        }
+    }
+
+    RL_FREE(screenData);
+
+    return imgData;     // NOTE: image data should be freed
+}
+
+// Framebuffer management (fbo)
+//-----------------------------------------------------------------------------------------
+// Load a framebuffer to be used for rendering
+// NOTE: No textures attached
+unsigned int rlLoadFramebuffer(void)
+{
+    unsigned int fboId = 0;
+
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glGenFramebuffers(1, &fboId);       // Create the framebuffer object
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);   // Unbind any framebuffer
+#endif
+
+    return fboId;
+}
+
+// Attach color buffer texture to an fbo (unloads previous attachment)
+// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
+void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glBindFramebuffer(GL_FRAMEBUFFER, fboId);
+
+    switch (attachType)
+    {
+        case RL_ATTACHMENT_COLOR_CHANNEL0:
+        case RL_ATTACHMENT_COLOR_CHANNEL1:
+        case RL_ATTACHMENT_COLOR_CHANNEL2:
+        case RL_ATTACHMENT_COLOR_CHANNEL3:
+        case RL_ATTACHMENT_COLOR_CHANNEL4:
+        case RL_ATTACHMENT_COLOR_CHANNEL5:
+        case RL_ATTACHMENT_COLOR_CHANNEL6:
+        case RL_ATTACHMENT_COLOR_CHANNEL7:
+        {
+            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
+            else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
+            else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
+
+        } break;
+        case RL_ATTACHMENT_DEPTH:
+        {
+            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+            else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+        } break;
+        case RL_ATTACHMENT_STENCIL:
+        {
+            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+            else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+        } break;
+        default: break;
+    }
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+// Verify render texture is complete
+bool rlFramebufferComplete(unsigned int id)
+{
+    bool result = false;
+
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    glBindFramebuffer(GL_FRAMEBUFFER, id);
+
+    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+    if (status != GL_FRAMEBUFFER_COMPLETE)
+    {
+        switch (status)
+        {
+            case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
+            case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+            case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
+#endif
+            case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
+            default: break;
+        }
+    }
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+    result = (status == GL_FRAMEBUFFER_COMPLETE);
+#endif
+
+    return result;
+}
+
+// Unload framebuffer from GPU memory
+// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
+void rlUnloadFramebuffer(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+    // Query depth attachment to automatically delete texture/renderbuffer
+    int depthType = 0, depthId = 0;
+    glBindFramebuffer(GL_FRAMEBUFFER, id);   // Bind framebuffer to query depth texture type
+    glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
+
+    // TODO: Review warning retrieving object name in WebGL
+    // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
+    // https://registry.khronos.org/webgl/specs/latest/1.0/
+    glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
+
+    unsigned int depthIdU = (unsigned int)depthId;
+    if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
+    else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
+
+    // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
+    // the texture image is automatically detached from the currently bound framebuffer
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
+    glDeleteFramebuffers(1, &id);
+
+    TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
+#endif
+}
+
+// Vertex data management
+//-----------------------------------------------------------------------------------------
+// Load a new attributes buffer
+unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
+{
+    unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glGenBuffers(1, &id);
+    glBindBuffer(GL_ARRAY_BUFFER, id);
+    glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+    return id;
+}
+
+// Load a new attributes element buffer
+unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
+{
+    unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glGenBuffers(1, &id);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+    glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+    return id;
+}
+
+// Enable vertex buffer (VBO)
+void rlEnableVertexBuffer(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindBuffer(GL_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer (VBO)
+void rlDisableVertexBuffer(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Enable vertex buffer element (VBO element)
+void rlEnableVertexBufferElement(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer element (VBO element)
+void rlDisableVertexBufferElement(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Update vertex buffer with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindBuffer(GL_ARRAY_BUFFER, id);
+    glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Update vertex buffer elements with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+    glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Enable vertex array object (VAO)
+bool rlEnableVertexArray(unsigned int vaoId)
+{
+    bool result = false;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (RLGL.ExtSupported.vao)
+    {
+        glBindVertexArray(vaoId);
+        result = true;
+    }
+#endif
+    return result;
+}
+
+// Disable vertex array object (VAO)
+void rlDisableVertexArray(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+#endif
+}
+
+// Enable vertex attribute index
+void rlEnableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glEnableVertexAttribArray(index);
+#endif
+}
+
+// Disable vertex attribute index
+void rlDisableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glDisableVertexAttribArray(index);
+#endif
+}
+
+// Draw vertex array
+void rlDrawVertexArray(int offset, int count)
+{
+    glDrawArrays(GL_TRIANGLES, offset, count);
+}
+
+// Draw vertex array elements
+void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
+{
+    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+    unsigned short *bufferPtr = (unsigned short *)buffer;
+    if (offset > 0) bufferPtr += offset;
+
+    glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
+}
+
+// Draw vertex array instanced
+void rlDrawVertexArrayInstanced(int offset, int count, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
+#endif
+}
+
+// Draw vertex array elements instanced
+void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+    unsigned short *bufferPtr = (unsigned short *)buffer;
+    if (offset > 0) bufferPtr += offset;
+
+    glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
+#endif
+}
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Enable vertex state pointer
+void rlEnableStatePointer(int vertexAttribType, void *buffer)
+{
+    if (buffer != NULL) glEnableClientState(vertexAttribType);
+    switch (vertexAttribType)
+    {
+        case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
+        case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
+        case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
+        case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
+        //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
+        default: break;
+    }
+}
+
+// Disable vertex state pointer
+void rlDisableStatePointer(int vertexAttribType)
+{
+    glDisableClientState(vertexAttribType);
+}
+#endif
+
+// Load vertex array object (VAO)
+unsigned int rlLoadVertexArray(void)
+{
+    unsigned int vaoId = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (RLGL.ExtSupported.vao)
+    {
+        glGenVertexArrays(1, &vaoId);
+    }
+#endif
+    return vaoId;
+}
+
+// Set vertex attribute
+void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
+    // Additional types (depends on OpenGL version or extensions):
+    //  - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
+    //  - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
+
+    size_t offsetNative = offset;
+    glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
+#endif
+}
+
+// Set vertex attribute divisor
+void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glVertexAttribDivisor(index, divisor);
+#endif
+}
+
+// Unload vertex array object (VAO)
+void rlUnloadVertexArray(unsigned int vaoId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (RLGL.ExtSupported.vao)
+    {
+        glBindVertexArray(0);
+        glDeleteVertexArrays(1, &vaoId);
+        TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
+    }
+#endif
+}
+
+// Unload vertex buffer (VBO)
+void rlUnloadVertexBuffer(unsigned int vboId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glDeleteBuffers(1, &vboId);
+    //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
+#endif
+}
+
+// Shaders management
+//-----------------------------------------------------------------------------------------------
+// Load shader from code strings
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
+{
+    unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    unsigned int vertexShaderId = 0;
+    unsigned int fragmentShaderId = 0;
+
+    // Compile vertex shader (if provided)
+    // NOTE: If not vertex shader is provided, use default one
+    if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
+    else vertexShaderId = RLGL.State.defaultVShaderId;
+
+    // Compile fragment shader (if provided)
+    // NOTE: If not vertex shader is provided, use default one
+    if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
+    else fragmentShaderId = RLGL.State.defaultFShaderId;
+
+    // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
+    if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
+    else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
+    {
+        // One of or both shader are new, we need to compile a new shader program
+        id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+        // We can detach and delete vertex/fragment shaders (if not default ones)
+        // NOTE: We detach shader before deletion to make sure memory is freed
+        if (vertexShaderId != RLGL.State.defaultVShaderId)
+        {
+            // WARNING: Shader program linkage could fail and returned id is 0
+            if (id > 0) glDetachShader(id, vertexShaderId);
+            glDeleteShader(vertexShaderId);
+        }
+        if (fragmentShaderId != RLGL.State.defaultFShaderId)
+        {
+            // WARNING: Shader program linkage could fail and returned id is 0
+            if (id > 0) glDetachShader(id, fragmentShaderId);
+            glDeleteShader(fragmentShaderId);
+        }
+
+        // In case shader program loading failed, we assign default shader
+        if (id == 0)
+        {
+            // In case shader loading fails, we return the default shader
+            TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
+            id = RLGL.State.defaultShaderId;
+        }
+        /*
+        else
+        {
+            // Get available shader uniforms
+            // NOTE: This information is useful for debug...
+            int uniformCount = -1;
+            glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+            for (int i = 0; i < uniformCount; i++)
+            {
+                int namelen = -1;
+                int num = -1;
+                char name[256] = { 0 };     // Assume no variable names longer than 256
+                GLenum type = GL_ZERO;
+
+                // Get the name of the uniforms
+                glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
+
+                name[namelen] = 0;
+                TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
+            }
+        }
+        */
+    }
+#endif
+
+    return id;
+}
+
+// Compile custom shader and return shader id
+unsigned int rlCompileShader(const char *shaderCode, int type)
+{
+    unsigned int shader = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    shader = glCreateShader(type);
+    glShaderSource(shader, 1, &shaderCode, NULL);
+
+    GLint success = 0;
+    glCompileShader(shader);
+    glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+
+    if (success == GL_FALSE)
+    {
+        switch (type)
+        {
+            case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
+            case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
+            //case GL_GEOMETRY_SHADER:
+        #if defined(GRAPHICS_API_OPENGL_43)
+            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
+        #elif defined(GRAPHICS_API_OPENGL_33)
+            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
+        #endif
+            default: break;
+        }
+
+        int maxLength = 0;
+        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+
+        if (maxLength > 0)
+        {
+            int length = 0;
+            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+            glGetShaderInfoLog(shader, maxLength, &length, log);
+            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
+            RL_FREE(log);
+        }
+
+        shader = 0;
+    }
+    else
+    {
+        switch (type)
+        {
+            case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
+            case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
+            //case GL_GEOMETRY_SHADER:
+        #if defined(GRAPHICS_API_OPENGL_43)
+            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
+        #elif defined(GRAPHICS_API_OPENGL_33)
+            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
+        #endif
+            default: break;
+        }
+    }
+#endif
+
+    return shader;
+}
+
+// Load custom shader strings and return program id
+unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+    unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    GLint success = 0;
+    program = glCreateProgram();
+
+    glAttachShader(program, vShaderId);
+    glAttachShader(program, fShaderId);
+
+    // NOTE: Default attribute shader locations must be Bound before linking
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+
+#ifdef RL_SUPPORT_MESH_GPU_SKINNING
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
+    glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
+#endif
+
+    // NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+    glLinkProgram(program);
+
+    // NOTE: All uniform variables are intitialised to 0 when a program links
+
+    glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+    if (success == GL_FALSE)
+    {
+        TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
+
+        int maxLength = 0;
+        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+        if (maxLength > 0)
+        {
+            int length = 0;
+            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+            glGetProgramInfoLog(program, maxLength, &length, log);
+            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+            RL_FREE(log);
+        }
+
+        glDeleteProgram(program);
+
+        program = 0;
+    }
+    else
+    {
+        // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+        // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
+        //GLint binarySize = 0;
+        //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
+    }
+#endif
+    return program;
+}
+
+// Unload shader program
+void rlUnloadShaderProgram(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    glDeleteProgram(id);
+
+    TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
+#endif
+}
+
+// Get shader location uniform
+int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
+{
+    int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    location = glGetUniformLocation(shaderId, uniformName);
+
+    //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
+    //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
+#endif
+    return location;
+}
+
+// Get shader location attribute
+int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
+{
+    int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    location = glGetAttribLocation(shaderId, attribName);
+
+    //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
+    //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
+#endif
+    return location;
+}
+
+// Set shader value uniform
+void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    switch (uniformType)
+    {
+        case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
+        case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
+        case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
+        case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
+        case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
+        case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
+        case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
+        case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
+    #if !defined(GRAPHICS_API_OPENGL_ES2)
+        case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
+        case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
+        case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
+        case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
+    #endif
+        case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
+        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
+
+        // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
+    }
+#endif
+}
+
+// Set shader value attribute
+void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    switch (attribType)
+    {
+        case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
+        case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
+        case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
+        case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
+        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
+    }
+#endif
+}
+
+// Set shader value uniform matrix
+void rlSetUniformMatrix(int locIndex, Matrix mat)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    float matfloat[16] = {
+        mat.m0, mat.m1, mat.m2, mat.m3,
+        mat.m4, mat.m5, mat.m6, mat.m7,
+        mat.m8, mat.m9, mat.m10, mat.m11,
+        mat.m12, mat.m13, mat.m14, mat.m15
+    };
+    glUniformMatrix4fv(locIndex, 1, false, matfloat);
+#endif
+}
+
+// Set shader value uniform matrix
+void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+    glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    // WARNING: WebGL does not support Matrix transpose ("true" parameter)
+    // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
+    glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
+#endif
+}
+
+// Set shader value uniform sampler
+void rlSetUniformSampler(int locIndex, unsigned int textureId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // Check if texture is already active
+    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+    {
+        if (RLGL.State.activeTextureId[i] == textureId)
+        {
+            glUniform1i(locIndex, 1 + i);
+            return;
+        }
+    }
+
+    // Register a new active texture for the internal batch system
+    // NOTE: Default texture is always activated as GL_TEXTURE0
+    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+    {
+        if (RLGL.State.activeTextureId[i] == 0)
+        {
+            glUniform1i(locIndex, 1 + i);              // Activate new texture unit
+            RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
+            break;
+        }
+    }
+#endif
+}
+
+// Set shader currently active (id and locations)
+void rlSetShader(unsigned int id, int *locs)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    if (RLGL.State.currentShaderId != id)
+    {
+        rlDrawRenderBatch(RLGL.currentBatch);
+        RLGL.State.currentShaderId = id;
+        RLGL.State.currentShaderLocs = locs;
+    }
+#endif
+}
+
+// Load compute shader program
+unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
+{
+    unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+    GLint success = 0;
+    program = glCreateProgram();
+    glAttachShader(program, shaderId);
+    glLinkProgram(program);
+
+    // NOTE: All uniform variables are intitialised to 0 when a program links
+
+    glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+    if (success == GL_FALSE)
+    {
+        TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
+
+        int maxLength = 0;
+        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+        if (maxLength > 0)
+        {
+            int length = 0;
+            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+            glGetProgramInfoLog(program, maxLength, &length, log);
+            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+            RL_FREE(log);
+        }
+
+        glDeleteProgram(program);
+
+        program = 0;
+    }
+    else
+    {
+        // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+        // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
+        //GLint binarySize = 0;
+        //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
+    }
+#else
+    TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
+#endif
+
+    return program;
+}
+
+// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
+void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    glDispatchCompute(groupX, groupY, groupZ);
+#endif
+}
+
+// Load shader storage buffer object (SSBO)
+unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
+{
+    unsigned int ssbo = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+    glGenBuffers(1, &ssbo);
+    glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
+    glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
+    if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);    // Clear buffer data to 0
+    glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
+#else
+    TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
+#endif
+
+    return ssbo;
+}
+
+// Unload shader storage buffer object (SSBO)
+void rlUnloadShaderBuffer(unsigned int ssboId)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    glDeleteBuffers(1, &ssboId);
+#else
+    TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
+#endif
+
+}
+
+// Update SSBO buffer data
+void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+    glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Get SSBO buffer size
+unsigned int rlGetShaderBufferSize(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    GLint64 size = 0;
+    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+    glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
+    return (size > 0)? (unsigned int)size : 0;
+#else
+    return 0;
+#endif
+}
+
+// Read SSBO buffer data (GPU->CPU)
+void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+    glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
+#endif
+}
+
+// Bind SSBO buffer
+void rlBindShaderBuffer(unsigned int id, unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
+#endif
+}
+
+// Copy SSBO buffer data
+void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    glBindBuffer(GL_COPY_READ_BUFFER, srcId);
+    glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
+    glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
+#endif
+}
+
+// Bind image texture
+void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+    unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
+
+    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+    glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
+#else
+    TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
+#endif
+}
+
+// Matrix state management
+//-----------------------------------------------------------------------------------------
+// Get internal modelview matrix
+Matrix rlGetMatrixModelview(void)
+{
+    Matrix matrix = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_11)
+    float mat[16];
+    glGetFloatv(GL_MODELVIEW_MATRIX, mat);
+    matrix.m0 = mat[0];
+    matrix.m1 = mat[1];
+    matrix.m2 = mat[2];
+    matrix.m3 = mat[3];
+    matrix.m4 = mat[4];
+    matrix.m5 = mat[5];
+    matrix.m6 = mat[6];
+    matrix.m7 = mat[7];
+    matrix.m8 = mat[8];
+    matrix.m9 = mat[9];
+    matrix.m10 = mat[10];
+    matrix.m11 = mat[11];
+    matrix.m12 = mat[12];
+    matrix.m13 = mat[13];
+    matrix.m14 = mat[14];
+    matrix.m15 = mat[15];
+#else
+    matrix = RLGL.State.modelview;
+#endif
+    return matrix;
+}
+
+// Get internal projection matrix
+Matrix rlGetMatrixProjection(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+    float mat[16];
+    glGetFloatv(GL_PROJECTION_MATRIX,mat);
+    Matrix m;
+    m.m0 = mat[0];
+    m.m1 = mat[1];
+    m.m2 = mat[2];
+    m.m3 = mat[3];
+    m.m4 = mat[4];
+    m.m5 = mat[5];
+    m.m6 = mat[6];
+    m.m7 = mat[7];
+    m.m8 = mat[8];
+    m.m9 = mat[9];
+    m.m10 = mat[10];
+    m.m11 = mat[11];
+    m.m12 = mat[12];
+    m.m13 = mat[13];
+    m.m14 = mat[14];
+    m.m15 = mat[15];
+    return m;
+#else
+    return RLGL.State.projection;
+#endif
+}
+
+// Get internal accumulated transform matrix
+Matrix rlGetMatrixTransform(void)
+{
+    Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    // TODO: Consider possible transform matrices in the RLGL.State.stack
+    // Is this the right order? or should we start with the first stored matrix instead of the last one?
+    //Matrix matStackTransform = rlMatrixIdentity();
+    //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
+    mat = RLGL.State.transform;
+#endif
+    return mat;
+}
+
+// Get internal projection matrix for stereo render (selected eye)
+Matrix rlGetMatrixProjectionStereo(int eye)
+{
+    Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    mat = RLGL.State.projectionStereo[eye];
+#endif
+    return mat;
+}
+
+// Get internal view offset matrix for stereo render (selected eye)
+Matrix rlGetMatrixViewOffsetStereo(int eye)
+{
+    Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    mat = RLGL.State.viewOffsetStereo[eye];
+#endif
+    return mat;
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void rlSetMatrixModelview(Matrix view)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    RLGL.State.modelview = view;
+#endif
+}
+
+// Set a custom projection matrix (replaces internal projection matrix)
+void rlSetMatrixProjection(Matrix projection)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    RLGL.State.projection = projection;
+#endif
+}
+
+// Set eyes projection matrices for stereo rendering
+void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    RLGL.State.projectionStereo[0] = right;
+    RLGL.State.projectionStereo[1] = left;
+#endif
+}
+
+// Set eyes view offsets matrices for stereo rendering
+void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    RLGL.State.viewOffsetStereo[0] = right;
+    RLGL.State.viewOffsetStereo[1] = left;
+#endif
+}
+
+// Load and draw a quad in NDC
+void rlLoadDrawQuad(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    unsigned int quadVAO = 0;
+    unsigned int quadVBO = 0;
+
+    float vertices[] = {
+         // Positions         Texcoords
+        -1.0f,  1.0f, 0.0f,   0.0f, 1.0f,
+        -1.0f, -1.0f, 0.0f,   0.0f, 0.0f,
+         1.0f,  1.0f, 0.0f,   1.0f, 1.0f,
+         1.0f, -1.0f, 0.0f,   1.0f, 0.0f,
+    };
+
+    // Gen VAO to contain VBO
+    glGenVertexArrays(1, &quadVAO);
+    glBindVertexArray(quadVAO);
+
+    // Gen and fill vertex buffer (VBO)
+    glGenBuffers(1, &quadVBO);
+    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
+
+    // Bind vertex attributes (position, texcoords)
+    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
+    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
+
+    // Draw quad
+    glBindVertexArray(quadVAO);
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    glBindVertexArray(0);
+
+    // Delete buffers (VBO and VAO)
+    glDeleteBuffers(1, &quadVBO);
+    glDeleteVertexArrays(1, &quadVAO);
+#endif
+}
+
+// Load and draw a cube in NDC
+void rlLoadDrawCube(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+    unsigned int cubeVAO = 0;
+    unsigned int cubeVBO = 0;
+
+    float vertices[] = {
+         // Positions          Normals               Texcoords
+        -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
+         1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
+         1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 0.0f,
+         1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
+        -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
+        -1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 1.0f,
+        -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
+         1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 0.0f,
+         1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
+         1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
+        -1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 1.0f,
+        -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
+        -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
+        -1.0f,  1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
+        -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
+        -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
+        -1.0f, -1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
+        -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
+         1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
+         1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
+         1.0f,  1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
+         1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
+         1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
+         1.0f, -1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
+        -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
+         1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 1.0f,
+         1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
+         1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
+        -1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 0.0f,
+        -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
+        -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
+         1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
+         1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 1.0f,
+         1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
+        -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
+        -1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 0.0f
+    };
+
+    // Gen VAO to contain VBO
+    glGenVertexArrays(1, &cubeVAO);
+    glBindVertexArray(cubeVAO);
+
+    // Gen and fill vertex buffer (VBO)
+    glGenBuffers(1, &cubeVBO);
+    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+    // Bind vertex attributes (position, normals, texcoords)
+    glBindVertexArray(cubeVAO);
+    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
+    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
+    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindVertexArray(0);
+
+    // Draw cube
+    glBindVertexArray(cubeVAO);
+    glDrawArrays(GL_TRIANGLES, 0, 36);
+    glBindVertexArray(0);
+
+    // Delete VBO and VAO
+    glDeleteBuffers(1, &cubeVBO);
+    glDeleteVertexArrays(1, &cubeVAO);
+#endif
+}
+
+// Get name string for pixel format
+const char *rlGetPixelFormatName(unsigned int format)
+{
+    switch (format)
+    {
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break;         // 8 bit per pixel (no alpha)
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break;       // 8*2 bpp (2 channels)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break;               // 16 bpp
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break;               // 24 bpp
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break;           // 16 bpp (1 bit alpha)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break;           // 16 bpp (4 bit alpha)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break;           // 32 bpp
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break;                     // 32 bpp (1 channel - float)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break;         // 32*3 bpp (3 channels - float)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break;   // 32*4 bpp (4 channels - float)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break;                     // 16 bpp (1 channel - half float)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break;         // 16*3 bpp (3 channels - half float)
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break;   // 16*4 bpp (4 channels - half float)
+        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break;             // 4 bpp (no alpha)
+        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break;           // 4 bpp (1 bit alpha)
+        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break;           // 8 bpp
+        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break;           // 8 bpp
+        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break;             // 4 bpp
+        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break;             // 4 bpp
+        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break;       // 8 bpp
+        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break;             // 4 bpp
+        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break;           // 4 bpp
+        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break;   // 8 bpp
+        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break;   // 2 bpp
+        default: return "UNKNOWN"; break;
+    }
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Load default shader (just vertex positioning and texture coloring)
+// NOTE: This shader program is used for internal buffers
+// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlLoadShaderDefault(void)
+{
+    RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
+
+    // NOTE: All locations must be reseted to -1 (no location)
+    for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
+
+    // Vertex shader directly defined, no external file required
+    const char *defaultVShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+    "#version 120                       \n"
+    "attribute vec3 vertexPosition;     \n"
+    "attribute vec2 vertexTexCoord;     \n"
+    "attribute vec4 vertexColor;        \n"
+    "varying vec2 fragTexCoord;         \n"
+    "varying vec4 fragColor;            \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+    "#version 330                       \n"
+    "in vec3 vertexPosition;            \n"
+    "in vec2 vertexTexCoord;            \n"
+    "in vec4 vertexColor;               \n"
+    "out vec2 fragTexCoord;             \n"
+    "out vec4 fragColor;                \n"
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+    "#version 300 es                    \n"
+    "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
+    "in vec3 vertexPosition;            \n"
+    "in vec2 vertexTexCoord;            \n"
+    "in vec4 vertexColor;               \n"
+    "out vec2 fragTexCoord;             \n"
+    "out vec4 fragColor;                \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    "#version 100                       \n"
+    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL) (on some browsers)
+    "attribute vec3 vertexPosition;     \n"
+    "attribute vec2 vertexTexCoord;     \n"
+    "attribute vec4 vertexColor;        \n"
+    "varying vec2 fragTexCoord;         \n"
+    "varying vec4 fragColor;            \n"
+#endif
+
+    "uniform mat4 mvp;                  \n"
+    "void main()                        \n"
+    "{                                  \n"
+    "    fragTexCoord = vertexTexCoord; \n"
+    "    fragColor = vertexColor;       \n"
+    "    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
+    "}                                  \n";
+
+    // Fragment shader directly defined, no external file required
+    const char *defaultFShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+    "#version 120                       \n"
+    "varying vec2 fragTexCoord;         \n"
+    "varying vec4 fragColor;            \n"
+    "uniform sampler2D texture0;        \n"
+    "uniform vec4 colDiffuse;           \n"
+    "void main()                        \n"
+    "{                                  \n"
+    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
+    "}                                  \n";
+#elif defined(GRAPHICS_API_OPENGL_33)
+    "#version 330       \n"
+    "in vec2 fragTexCoord;              \n"
+    "in vec4 fragColor;                 \n"
+    "out vec4 finalColor;               \n"
+    "uniform sampler2D texture0;        \n"
+    "uniform vec4 colDiffuse;           \n"
+    "void main()                        \n"
+    "{                                  \n"
+    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
+    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
+    "}                                  \n";
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+    "#version 300 es                    \n"
+    "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2)
+    "in vec2 fragTexCoord;              \n"
+    "in vec4 fragColor;                 \n"
+    "out vec4 finalColor;               \n"
+    "uniform sampler2D texture0;        \n"
+    "uniform vec4 colDiffuse;           \n"
+    "void main()                        \n"
+    "{                                  \n"
+    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
+    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
+    "}                                  \n";
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+    "#version 100                       \n"
+    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL)
+    "varying vec2 fragTexCoord;         \n"
+    "varying vec4 fragColor;            \n"
+    "uniform sampler2D texture0;        \n"
+    "uniform vec4 colDiffuse;           \n"
+    "void main()                        \n"
+    "{                                  \n"
+    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
+    "}                                  \n";
+#endif
+
+    // NOTE: Compiled vertex/fragment shaders are not deleted,
+    // they are kept for re-use as default shaders in case some shader loading fails
+    RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER);     // Compile default vertex shader
+    RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER);   // Compile default fragment shader
+
+    RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
+
+    if (RLGL.State.defaultShaderId > 0)
+    {
+        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
+
+        // Set default shader locations: attributes locations
+        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+        // Set default shader locations: uniform locations
+        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
+        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
+        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
+    }
+    else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
+}
+
+// Unload default shader
+// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlUnloadShaderDefault(void)
+{
+    glUseProgram(0);
+
+    glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
+    glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
+    glDeleteShader(RLGL.State.defaultVShaderId);
+    glDeleteShader(RLGL.State.defaultFShaderId);
+
+    glDeleteProgram(RLGL.State.defaultShaderId);
+
+    RL_FREE(RLGL.State.defaultShaderLocs);
+
+    TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
+}
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+// Get compressed format official GL identifier name
+static const char *rlGetCompressedFormatName(int format)
+{
+    switch (format)
+    {
+        // GL_EXT_texture_compression_s3tc
+        case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
+        case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
+        case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
+        case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
+        // GL_3DFX_texture_compression_FXT1
+        case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
+        case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
+        // GL_IMG_texture_compression_pvrtc
+        case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
+        case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
+        case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
+        case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
+        // GL_OES_compressed_ETC1_RGB8_texture
+        case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
+        // GL_ARB_texture_compression_rgtc
+        case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
+        case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
+        case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
+        case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
+        // GL_ARB_texture_compression_bptc
+        case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
+        case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
+        case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
+        case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
+        // GL_ARB_ES3_compatibility
+        case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
+        case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
+        case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+        case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+        case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
+        case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
+        case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
+        case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
+        case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
+        case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
+        // GL_KHR_texture_compression_astc_hdr
+        case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
+        case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
+        case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
+        case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
+        case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
+        case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
+        case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
+        case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
+        case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
+        case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
+        case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
+        case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
+        case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
+        case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
+        case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
+        case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
+        case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
+        case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
+        case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
+        case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
+        case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
+        case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
+        case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
+        case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
+        case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
+        case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
+        case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
+        case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
+        default: return "GL_COMPRESSED_UNKNOWN"; break;
+    }
+}
+#endif  // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Get pixel data size in bytes (image or texture)
+// NOTE: Size depends on pixel format
+static int rlGetPixelDataSize(int width, int height, int format)
+{
+    int dataSize = 0;       // Size in bytes
+    int bpp = 0;            // Bits per pixel
+
+    switch (format)
+    {
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
+        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
+        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
+        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
+        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
+        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
+        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
+        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
+        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
+        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
+        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
+        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
+        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
+        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
+        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
+        default: break;
+    }
+
+    double bytesPerPixel = (double)bpp/8.0;
+    dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes
+
+    // Most compressed formats works on 4x4 blocks,
+    // if texture is smaller, minimum dataSize is 8 or 16
+    if ((width < 4) && (height < 4))
+    {
+        if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
+        else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
+    }
+
+    return dataSize;
+}
+
+// Auxiliar math functions
+
+// Get float array of matrix data
+static rl_float16 rlMatrixToFloatV(Matrix mat)
+{
+    rl_float16 result = { 0 };
+
+    result.v[0] = mat.m0;
+    result.v[1] = mat.m1;
+    result.v[2] = mat.m2;
+    result.v[3] = mat.m3;
+    result.v[4] = mat.m4;
+    result.v[5] = mat.m5;
+    result.v[6] = mat.m6;
+    result.v[7] = mat.m7;
+    result.v[8] = mat.m8;
+    result.v[9] = mat.m9;
+    result.v[10] = mat.m10;
+    result.v[11] = mat.m11;
+    result.v[12] = mat.m12;
+    result.v[13] = mat.m13;
+    result.v[14] = mat.m14;
+    result.v[15] = mat.m15;
+
+    return result;
+}
+
+// Get identity matrix
+static Matrix rlMatrixIdentity(void)
+{
+    Matrix result = {
+        1.0f, 0.0f, 0.0f, 0.0f,
+        0.0f, 1.0f, 0.0f, 0.0f,
+        0.0f, 0.0f, 1.0f, 0.0f,
+        0.0f, 0.0f, 0.0f, 1.0f
+    };
+
+    return result;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+static Matrix rlMatrixMultiply(Matrix left, Matrix right)
+{
+    Matrix result = { 0 };
+
+    result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
+    result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
+    result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
+    result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
+    result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
+    result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
+    result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
+    result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
+    result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
+    result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
+    result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
+    result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
+    result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
+    result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
+    result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
+    result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
+
+    return result;
+}
+
+// Transposes provided matrix
+static Matrix rlMatrixTranspose(Matrix mat)
+{
+    Matrix result = { 0 };
+
+    result.m0 = mat.m0;
+    result.m1 = mat.m4;
+    result.m2 = mat.m8;
+    result.m3 = mat.m12;
+    result.m4 = mat.m1;
+    result.m5 = mat.m5;
+    result.m6 = mat.m9;
+    result.m7 = mat.m13;
+    result.m8 = mat.m2;
+    result.m9 = mat.m6;
+    result.m10 = mat.m10;
+    result.m11 = mat.m14;
+    result.m12 = mat.m3;
+    result.m13 = mat.m7;
+    result.m14 = mat.m11;
+    result.m15 = mat.m15;
+
+    return result;
+}
+
+// Invert provided matrix
+static Matrix rlMatrixInvert(Matrix mat)
+{
+    Matrix result = { 0 };
+
+    // Cache the matrix values (speed optimization)
+    float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
+    float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
+    float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
+    float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
+
+    float b00 = a00*a11 - a01*a10;
+    float b01 = a00*a12 - a02*a10;
+    float b02 = a00*a13 - a03*a10;
+    float b03 = a01*a12 - a02*a11;
+    float b04 = a01*a13 - a03*a11;
+    float b05 = a02*a13 - a03*a12;
+    float b06 = a20*a31 - a21*a30;
+    float b07 = a20*a32 - a22*a30;
+    float b08 = a20*a33 - a23*a30;
+    float b09 = a21*a32 - a22*a31;
+    float b10 = a21*a33 - a23*a31;
+    float b11 = a22*a33 - a23*a32;
+
+    // Calculate the invert determinant (inlined to avoid double-caching)
+    float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
+
+    result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
+    result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
+    result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
+    result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
+    result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
+    result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
+    result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
+    result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
+    result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
+    result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
+    result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
+    result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
+    result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
+    result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
+    result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
+    result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
+
+    return result;
+}
+
+#endif  // RLGL_IMPLEMENTATION
diff --git /dev/null b/vendor/raylib-5.5_linux_amd64/tags
@@ -0,0 +1,1569 @@
+!_TAG_EXTRA_DESCRIPTION	anonymous	/Include tags for non-named objects like lambda/
+!_TAG_EXTRA_DESCRIPTION	fileScope	/Include tags of file scope/
+!_TAG_EXTRA_DESCRIPTION	pseudo	/Include pseudo tags/
+!_TAG_EXTRA_DESCRIPTION	subparser	/Include tags generated by subparsers/
+!_TAG_FIELD_DESCRIPTION	epoch	/the last modified time of the input file (only for F\/file kind tag)/
+!_TAG_FIELD_DESCRIPTION	file	/File-restricted scoping/
+!_TAG_FIELD_DESCRIPTION	input	/input file/
+!_TAG_FIELD_DESCRIPTION	name	/tag name/
+!_TAG_FIELD_DESCRIPTION	pattern	/pattern/
+!_TAG_FIELD_DESCRIPTION	typeref	/Type and name of a variable or typedef/
+!_TAG_FIELD_DESCRIPTION!C++	name	/aliased names/
+!_TAG_FILE_FORMAT	2	/extended format; --format=1 will not append ;" to lines/
+!_TAG_FILE_SORTED	1	/0=unsorted, 1=sorted, 2=foldcase/
+!_TAG_KIND_DESCRIPTION!C++	c,class	/classes/
+!_TAG_KIND_DESCRIPTION!C++	d,macro	/macro definitions/
+!_TAG_KIND_DESCRIPTION!C++	e,enumerator	/enumerators (values inside an enumeration)/
+!_TAG_KIND_DESCRIPTION!C++	f,function	/function definitions/
+!_TAG_KIND_DESCRIPTION!C++	g,enum	/enumeration names/
+!_TAG_KIND_DESCRIPTION!C++	h,header	/included header files/
+!_TAG_KIND_DESCRIPTION!C++	m,member	/class, struct, and union members/
+!_TAG_KIND_DESCRIPTION!C++	n,namespace	/namespaces/
+!_TAG_KIND_DESCRIPTION!C++	s,struct	/structure names/
+!_TAG_KIND_DESCRIPTION!C++	t,typedef	/typedefs/
+!_TAG_KIND_DESCRIPTION!C++	u,union	/union names/
+!_TAG_KIND_DESCRIPTION!C++	v,variable	/variable definitions/
+!_TAG_OUTPUT_EXCMD	mixed	/number, pattern, mixed, or combineV2/
+!_TAG_OUTPUT_FILESEP	slash	/slash or backslash/
+!_TAG_OUTPUT_MODE	u-ctags	/u-ctags or e-ctags/
+!_TAG_OUTPUT_VERSION	0.0	/current.age/
+!_TAG_PARSER_VERSION!C++	1.1	/current.age/
+!_TAG_PATTERN_LENGTH_LIMIT	96	/0 for no limit/
+!_TAG_PROC_CWD	/home/pablo/docx/slides/vendor/raylib-5.5_linux_amd64/	//
+!_TAG_PROGRAM_AUTHOR	Universal Ctags Team	//
+!_TAG_PROGRAM_NAME	Universal Ctags	/Derived from Exuberant Ctags/
+!_TAG_PROGRAM_URL	https://ctags.io/	/official site/
+!_TAG_PROGRAM_VERSION	6.1.0	/v6.1.0/
+!_TAG_ROLE_DESCRIPTION!C++!header	local	/local header/
+!_TAG_ROLE_DESCRIPTION!C++!header	system	/system header/
+!_TAG_ROLE_DESCRIPTION!C++!macro	undef	/undefined/
+APIENTRY	./include/rlgl.h	/^                #define APIENTRY /;"	d
+APIENTRY	./include/rlgl.h	/^                #define APIENTRY$/;"	d
+AudioCallback	./include/raylib.h	/^typedef void (*AudioCallback)(void *bufferData, unsigned int frames);$/;"	t	typeref:typename:void (*)(void * bufferData,unsigned int frames)
+AudioStream	./include/raylib.h	/^typedef struct AudioStream {$/;"	s
+AudioStream	./include/raylib.h	/^} AudioStream;$/;"	t	typeref:struct:AudioStream
+AutomationEvent	./include/raylib.h	/^typedef struct AutomationEvent {$/;"	s
+AutomationEvent	./include/raylib.h	/^} AutomationEvent;$/;"	t	typeref:struct:AutomationEvent
+AutomationEventList	./include/raylib.h	/^typedef struct AutomationEventList {$/;"	s
+AutomationEventList	./include/raylib.h	/^} AutomationEventList;$/;"	t	typeref:struct:AutomationEventList
+BEIGE	./include/raylib.h	/^#define BEIGE /;"	d
+BLACK	./include/raylib.h	/^#define BLACK /;"	d
+BLANK	./include/raylib.h	/^#define BLANK /;"	d
+BLEND_ADDITIVE	./include/raylib.h	/^    BLEND_ADDITIVE,                 \/\/ Blend textures adding colors$/;"	e	enum:__anona1c2050e1203
+BLEND_ADD_COLORS	./include/raylib.h	/^    BLEND_ADD_COLORS,               \/\/ Blend textures adding colors (alternative)$/;"	e	enum:__anona1c2050e1203
+BLEND_ALPHA	./include/raylib.h	/^    BLEND_ALPHA = 0,                \/\/ Blend textures considering alpha (default)$/;"	e	enum:__anona1c2050e1203
+BLEND_ALPHA_PREMULTIPLY	./include/raylib.h	/^    BLEND_ALPHA_PREMULTIPLY,        \/\/ Blend premultiplied textures considering alpha$/;"	e	enum:__anona1c2050e1203
+BLEND_CUSTOM	./include/raylib.h	/^    BLEND_CUSTOM,                   \/\/ Blend textures using custom src\/dst factors (use rlSet/;"	e	enum:__anona1c2050e1203
+BLEND_CUSTOM_SEPARATE	./include/raylib.h	/^    BLEND_CUSTOM_SEPARATE           \/\/ Blend textures using custom rgb\/alpha separate src\/ds/;"	e	enum:__anona1c2050e1203
+BLEND_MULTIPLIED	./include/raylib.h	/^    BLEND_MULTIPLIED,               \/\/ Blend textures multiplying colors$/;"	e	enum:__anona1c2050e1203
+BLEND_SUBTRACT_COLORS	./include/raylib.h	/^    BLEND_SUBTRACT_COLORS,          \/\/ Blend textures subtracting colors (alternative)$/;"	e	enum:__anona1c2050e1203
+BLUE	./include/raylib.h	/^#define BLUE /;"	d
+BROWN	./include/raylib.h	/^#define BROWN /;"	d
+BlendMode	./include/raylib.h	/^} BlendMode;$/;"	t	typeref:enum:__anona1c2050e1203
+BoneInfo	./include/raylib.h	/^typedef struct BoneInfo {$/;"	s
+BoneInfo	./include/raylib.h	/^} BoneInfo;$/;"	t	typeref:struct:BoneInfo
+BoundingBox	./include/raylib.h	/^typedef struct BoundingBox {$/;"	s
+BoundingBox	./include/raylib.h	/^} BoundingBox;$/;"	t	typeref:struct:BoundingBox
+CAMERA_CUSTOM	./include/raylib.h	/^    CAMERA_CUSTOM = 0,              \/\/ Camera custom, controlled by user (UpdateCamera() does /;"	e	enum:__anona1c2050e1403
+CAMERA_FIRST_PERSON	./include/raylib.h	/^    CAMERA_FIRST_PERSON,            \/\/ Camera first person$/;"	e	enum:__anona1c2050e1403
+CAMERA_FREE	./include/raylib.h	/^    CAMERA_FREE,                    \/\/ Camera free mode$/;"	e	enum:__anona1c2050e1403
+CAMERA_ORBITAL	./include/raylib.h	/^    CAMERA_ORBITAL,                 \/\/ Camera orbital, around target, zoom supported$/;"	e	enum:__anona1c2050e1403
+CAMERA_ORTHOGRAPHIC	./include/raylib.h	/^    CAMERA_ORTHOGRAPHIC             \/\/ Orthographic projection$/;"	e	enum:__anona1c2050e1503
+CAMERA_PERSPECTIVE	./include/raylib.h	/^    CAMERA_PERSPECTIVE = 0,         \/\/ Perspective projection$/;"	e	enum:__anona1c2050e1503
+CAMERA_THIRD_PERSON	./include/raylib.h	/^    CAMERA_THIRD_PERSON             \/\/ Camera third person$/;"	e	enum:__anona1c2050e1403
+CLITERAL	./include/raylib.h	/^    #define CLITERAL(/;"	d
+CUBEMAP_LAYOUT_AUTO_DETECT	./include/raylib.h	/^    CUBEMAP_LAYOUT_AUTO_DETECT = 0,         \/\/ Automatically detect layout type$/;"	e	enum:__anona1c2050e1003
+CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE	./include/raylib.h	/^    CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE     \/\/ Layout is defined by a 4x3 cross with cubemap fa/;"	e	enum:__anona1c2050e1003
+CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR	./include/raylib.h	/^    CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,     \/\/ Layout is defined by a 3x4 cross with cubemap f/;"	e	enum:__anona1c2050e1003
+CUBEMAP_LAYOUT_LINE_HORIZONTAL	./include/raylib.h	/^    CUBEMAP_LAYOUT_LINE_HORIZONTAL,         \/\/ Layout is defined by a horizontal line with fac/;"	e	enum:__anona1c2050e1003
+CUBEMAP_LAYOUT_LINE_VERTICAL	./include/raylib.h	/^    CUBEMAP_LAYOUT_LINE_VERTICAL,           \/\/ Layout is defined by a vertical line with faces$/;"	e	enum:__anona1c2050e1003
+Camera	./include/raylib.h	/^typedef Camera3D Camera;    \/\/ Camera type fallback, defaults to Camera3D$/;"	t	typeref:typename:Camera3D
+Camera2D	./include/raylib.h	/^typedef struct Camera2D {$/;"	s
+Camera2D	./include/raylib.h	/^} Camera2D;$/;"	t	typeref:struct:Camera2D
+Camera3D	./include/raylib.h	/^typedef struct Camera3D {$/;"	s
+Camera3D	./include/raylib.h	/^} Camera3D;$/;"	t	typeref:struct:Camera3D
+CameraMode	./include/raylib.h	/^} CameraMode;$/;"	t	typeref:enum:__anona1c2050e1403
+CameraProjection	./include/raylib.h	/^} CameraProjection;$/;"	t	typeref:enum:__anona1c2050e1503
+Clamp	./include/raymath.h	/^RMAPI float Clamp(float value, float min, float max)$/;"	f	typeref:typename:RMAPI float
+Color	./include/raylib.h	/^typedef struct Color {$/;"	s
+Color	./include/raylib.h	/^} Color;$/;"	t	typeref:struct:Color
+ConfigFlags	./include/raylib.h	/^} ConfigFlags;$/;"	t	typeref:enum:__anona1c2050e0203
+CubemapLayout	./include/raylib.h	/^} CubemapLayout;$/;"	t	typeref:enum:__anona1c2050e1003
+DARKBLUE	./include/raylib.h	/^#define DARKBLUE /;"	d
+DARKBROWN	./include/raylib.h	/^#define DARKBROWN /;"	d
+DARKGRAY	./include/raylib.h	/^#define DARKGRAY /;"	d
+DARKGREEN	./include/raylib.h	/^#define DARKGREEN /;"	d
+DARKPURPLE	./include/raylib.h	/^#define DARKPURPLE /;"	d
+DEG2RAD	./include/raylib.h	/^    #define DEG2RAD /;"	d
+DEG2RAD	./include/raymath.h	/^    #define DEG2RAD /;"	d
+DEG2RAD	./include/rlgl.h	/^    #define DEG2RAD /;"	d
+EPSILON	./include/raymath.h	/^    #define EPSILON /;"	d
+ExtSupported	./include/rlgl.h	/^    } ExtSupported;     \/\/ Extensions supported flags$/;"	m	struct:rlglData	typeref:struct:rlglData::__anon460017dc0e08
+FLAG_BORDERLESS_WINDOWED_MODE	./include/raylib.h	/^    FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, \/\/ Set to run program in borderless windowed m/;"	e	enum:__anona1c2050e0203
+FLAG_FULLSCREEN_MODE	./include/raylib.h	/^    FLAG_FULLSCREEN_MODE    = 0x00000002,   \/\/ Set to run program in fullscreen$/;"	e	enum:__anona1c2050e0203
+FLAG_INTERLACED_HINT	./include/raylib.h	/^    FLAG_INTERLACED_HINT    = 0x00010000    \/\/ Set to try enabling interlaced video format (fo/;"	e	enum:__anona1c2050e0203
+FLAG_MSAA_4X_HINT	./include/raylib.h	/^    FLAG_MSAA_4X_HINT       = 0x00000020,   \/\/ Set to try enabling MSAA 4X$/;"	e	enum:__anona1c2050e0203
+FLAG_VSYNC_HINT	./include/raylib.h	/^    FLAG_VSYNC_HINT         = 0x00000040,   \/\/ Set to try enabling V-Sync on GPU$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_ALWAYS_RUN	./include/raylib.h	/^    FLAG_WINDOW_ALWAYS_RUN  = 0x00000100,   \/\/ Set to allow windows running while minimized$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_HIDDEN	./include/raylib.h	/^    FLAG_WINDOW_HIDDEN      = 0x00000080,   \/\/ Set to hide window$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_HIGHDPI	./include/raylib.h	/^    FLAG_WINDOW_HIGHDPI     = 0x00002000,   \/\/ Set to support HighDPI$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_MAXIMIZED	./include/raylib.h	/^    FLAG_WINDOW_MAXIMIZED   = 0x00000400,   \/\/ Set to maximize window (expanded to monitor)$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_MINIMIZED	./include/raylib.h	/^    FLAG_WINDOW_MINIMIZED   = 0x00000200,   \/\/ Set to minimize window (iconify)$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_MOUSE_PASSTHROUGH	./include/raylib.h	/^    FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, \/\/ Set to support mouse passthrough, only supp/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_RESIZABLE	./include/raylib.h	/^    FLAG_WINDOW_RESIZABLE   = 0x00000004,   \/\/ Set to allow resizable window$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_TOPMOST	./include/raylib.h	/^    FLAG_WINDOW_TOPMOST     = 0x00001000,   \/\/ Set to window always on top$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_TRANSPARENT	./include/raylib.h	/^    FLAG_WINDOW_TRANSPARENT = 0x00000010,   \/\/ Set to allow transparent framebuffer$/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_UNDECORATED	./include/raylib.h	/^    FLAG_WINDOW_UNDECORATED = 0x00000008,   \/\/ Set to disable window decoration (frame and but/;"	e	enum:__anona1c2050e0203
+FLAG_WINDOW_UNFOCUSED	./include/raylib.h	/^    FLAG_WINDOW_UNFOCUSED   = 0x00000800,   \/\/ Set to window non focused$/;"	e	enum:__anona1c2050e0203
+FONT_BITMAP	./include/raylib.h	/^    FONT_BITMAP,                    \/\/ Bitmap font generation, no anti-aliasing$/;"	e	enum:__anona1c2050e1103
+FONT_DEFAULT	./include/raylib.h	/^    FONT_DEFAULT = 0,               \/\/ Default font generation, anti-aliased$/;"	e	enum:__anona1c2050e1103
+FONT_SDF	./include/raylib.h	/^    FONT_SDF                        \/\/ SDF font generation, requires external shader$/;"	e	enum:__anona1c2050e1103
+FilePathList	./include/raylib.h	/^typedef struct FilePathList {$/;"	s
+FilePathList	./include/raylib.h	/^} FilePathList;$/;"	t	typeref:struct:FilePathList
+FloatEquals	./include/raymath.h	/^RMAPI int FloatEquals(float x, float y)$/;"	f	typeref:typename:RMAPI int
+Font	./include/raylib.h	/^typedef struct Font {$/;"	s
+Font	./include/raylib.h	/^} Font;$/;"	t	typeref:struct:Font
+FontType	./include/raylib.h	/^} FontType;$/;"	t	typeref:enum:__anona1c2050e1103
+GAMEPAD_AXIS_LEFT_TRIGGER	./include/raylib.h	/^    GAMEPAD_AXIS_LEFT_TRIGGER  = 4,     \/\/ Gamepad back trigger left, pressure level: [1..-1]$/;"	e	enum:__anona1c2050e0803
+GAMEPAD_AXIS_LEFT_X	./include/raylib.h	/^    GAMEPAD_AXIS_LEFT_X        = 0,     \/\/ Gamepad left stick X axis$/;"	e	enum:__anona1c2050e0803
+GAMEPAD_AXIS_LEFT_Y	./include/raylib.h	/^    GAMEPAD_AXIS_LEFT_Y        = 1,     \/\/ Gamepad left stick Y axis$/;"	e	enum:__anona1c2050e0803
+GAMEPAD_AXIS_RIGHT_TRIGGER	./include/raylib.h	/^    GAMEPAD_AXIS_RIGHT_TRIGGER = 5      \/\/ Gamepad back trigger right, pressure level: [1..-1]$/;"	e	enum:__anona1c2050e0803
+GAMEPAD_AXIS_RIGHT_X	./include/raylib.h	/^    GAMEPAD_AXIS_RIGHT_X       = 2,     \/\/ Gamepad right stick X axis$/;"	e	enum:__anona1c2050e0803
+GAMEPAD_AXIS_RIGHT_Y	./include/raylib.h	/^    GAMEPAD_AXIS_RIGHT_Y       = 3,     \/\/ Gamepad right stick Y axis$/;"	e	enum:__anona1c2050e0803
+GAMEPAD_BUTTON_LEFT_FACE_DOWN	./include/raylib.h	/^    GAMEPAD_BUTTON_LEFT_FACE_DOWN,      \/\/ Gamepad left DPAD down button$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_LEFT_FACE_LEFT	./include/raylib.h	/^    GAMEPAD_BUTTON_LEFT_FACE_LEFT,      \/\/ Gamepad left DPAD left button$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_LEFT_FACE_RIGHT	./include/raylib.h	/^    GAMEPAD_BUTTON_LEFT_FACE_RIGHT,     \/\/ Gamepad left DPAD right button$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_LEFT_FACE_UP	./include/raylib.h	/^    GAMEPAD_BUTTON_LEFT_FACE_UP,        \/\/ Gamepad left DPAD up button$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_LEFT_THUMB	./include/raylib.h	/^    GAMEPAD_BUTTON_LEFT_THUMB,          \/\/ Gamepad joystick pressed button left$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_LEFT_TRIGGER_1	./include/raylib.h	/^    GAMEPAD_BUTTON_LEFT_TRIGGER_1,      \/\/ Gamepad top\/back trigger left (first), it could be/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_LEFT_TRIGGER_2	./include/raylib.h	/^    GAMEPAD_BUTTON_LEFT_TRIGGER_2,      \/\/ Gamepad top\/back trigger left (second), it could b/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_MIDDLE	./include/raylib.h	/^    GAMEPAD_BUTTON_MIDDLE,              \/\/ Gamepad center buttons, middle one (i.e. PS3: PS, X/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_MIDDLE_LEFT	./include/raylib.h	/^    GAMEPAD_BUTTON_MIDDLE_LEFT,         \/\/ Gamepad center buttons, left one (i.e. PS3: Select)$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_MIDDLE_RIGHT	./include/raylib.h	/^    GAMEPAD_BUTTON_MIDDLE_RIGHT,        \/\/ Gamepad center buttons, right one (i.e. PS3: Start)$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_RIGHT_FACE_DOWN	./include/raylib.h	/^    GAMEPAD_BUTTON_RIGHT_FACE_DOWN,     \/\/ Gamepad right button down (i.e. PS3: Cross, Xbox: A/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_RIGHT_FACE_LEFT	./include/raylib.h	/^    GAMEPAD_BUTTON_RIGHT_FACE_LEFT,     \/\/ Gamepad right button left (i.e. PS3: Square, Xbox: /;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_RIGHT_FACE_RIGHT	./include/raylib.h	/^    GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,    \/\/ Gamepad right button right (i.e. PS3: Circle, Xbox:/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_RIGHT_FACE_UP	./include/raylib.h	/^    GAMEPAD_BUTTON_RIGHT_FACE_UP,       \/\/ Gamepad right button up (i.e. PS3: Triangle, Xbox: /;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_RIGHT_THUMB	./include/raylib.h	/^    GAMEPAD_BUTTON_RIGHT_THUMB          \/\/ Gamepad joystick pressed button right$/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_RIGHT_TRIGGER_1	./include/raylib.h	/^    GAMEPAD_BUTTON_RIGHT_TRIGGER_1,     \/\/ Gamepad top\/back trigger right (first), it could b/;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_RIGHT_TRIGGER_2	./include/raylib.h	/^    GAMEPAD_BUTTON_RIGHT_TRIGGER_2,     \/\/ Gamepad top\/back trigger right (second), it could /;"	e	enum:__anona1c2050e0703
+GAMEPAD_BUTTON_UNKNOWN	./include/raylib.h	/^    GAMEPAD_BUTTON_UNKNOWN = 0,         \/\/ Unknown button, just for error checking$/;"	e	enum:__anona1c2050e0703
+GESTURE_DOUBLETAP	./include/raylib.h	/^    GESTURE_DOUBLETAP   = 2,        \/\/ Double tap gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_DRAG	./include/raylib.h	/^    GESTURE_DRAG        = 8,        \/\/ Drag gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_HOLD	./include/raylib.h	/^    GESTURE_HOLD        = 4,        \/\/ Hold gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_NONE	./include/raylib.h	/^    GESTURE_NONE        = 0,        \/\/ No gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_PINCH_IN	./include/raylib.h	/^    GESTURE_PINCH_IN    = 256,      \/\/ Pinch in gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_PINCH_OUT	./include/raylib.h	/^    GESTURE_PINCH_OUT   = 512       \/\/ Pinch out gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_SWIPE_DOWN	./include/raylib.h	/^    GESTURE_SWIPE_DOWN  = 128,      \/\/ Swipe down gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_SWIPE_LEFT	./include/raylib.h	/^    GESTURE_SWIPE_LEFT  = 32,       \/\/ Swipe left gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_SWIPE_RIGHT	./include/raylib.h	/^    GESTURE_SWIPE_RIGHT = 16,       \/\/ Swipe right gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_SWIPE_UP	./include/raylib.h	/^    GESTURE_SWIPE_UP    = 64,       \/\/ Swipe up gesture$/;"	e	enum:__anona1c2050e1303
+GESTURE_TAP	./include/raylib.h	/^    GESTURE_TAP         = 1,        \/\/ Tap gesture$/;"	e	enum:__anona1c2050e1303
+GLAD_API_CALL_EXPORT	./include/rlgl.h	/^    #define GLAD_API_CALL_EXPORT$/;"	d
+GLAD_API_CALL_EXPORT_BUILD	./include/rlgl.h	/^    #define GLAD_API_CALL_EXPORT_BUILD$/;"	d
+GLAD_FREE	./include/rlgl.h	/^    #define GLAD_FREE /;"	d
+GLAD_GLES2_IMPLEMENTATION	./include/rlgl.h	/^        #define GLAD_GLES2_IMPLEMENTATION$/;"	d
+GLAD_GL_IMPLEMENTATION	./include/rlgl.h	/^    #define GLAD_GL_IMPLEMENTATION$/;"	d
+GLAD_MALLOC	./include/rlgl.h	/^    #define GLAD_MALLOC /;"	d
+GL_COMPRESSED_RGB8_ETC2	./include/rlgl.h	/^    #define GL_COMPRESSED_RGB8_ETC2 /;"	d
+GL_COMPRESSED_RGBA8_ETC2_EAC	./include/rlgl.h	/^    #define GL_COMPRESSED_RGBA8_ETC2_EAC /;"	d
+GL_COMPRESSED_RGBA_ASTC_4x4_KHR	./include/rlgl.h	/^    #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR /;"	d
+GL_COMPRESSED_RGBA_ASTC_8x8_KHR	./include/rlgl.h	/^    #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR /;"	d
+GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG	./include/rlgl.h	/^    #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG /;"	d
+GL_COMPRESSED_RGBA_S3TC_DXT1_EXT	./include/rlgl.h	/^    #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT /;"	d
+GL_COMPRESSED_RGBA_S3TC_DXT3_EXT	./include/rlgl.h	/^    #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT /;"	d
+GL_COMPRESSED_RGBA_S3TC_DXT5_EXT	./include/rlgl.h	/^    #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT /;"	d
+GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG	./include/rlgl.h	/^    #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG /;"	d
+GL_COMPRESSED_RGB_S3TC_DXT1_EXT	./include/rlgl.h	/^    #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT /;"	d
+GL_DRAW_FRAMEBUFFER	./include/rlgl.h	/^        #define GL_DRAW_FRAMEBUFFER /;"	d
+GL_ETC1_RGB8_OES	./include/rlgl.h	/^    #define GL_ETC1_RGB8_OES /;"	d
+GL_GLEXT_PROTOTYPES	./include/rlgl.h	/^        #define GL_GLEXT_PROTOTYPES$/;"	d
+GL_GLEXT_PROTOTYPES	./include/rlgl.h	/^    #define GL_GLEXT_PROTOTYPES$/;"	d
+GL_LINE_WIDTH	./include/rlgl.h	/^    #define GL_LINE_WIDTH /;"	d
+GL_LUMINANCE	./include/rlgl.h	/^    #define GL_LUMINANCE /;"	d
+GL_LUMINANCE_ALPHA	./include/rlgl.h	/^    #define GL_LUMINANCE_ALPHA /;"	d
+GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT	./include/rlgl.h	/^        #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT /;"	d
+GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT	./include/rlgl.h	/^    #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT /;"	d
+GL_PROGRAM_POINT_SIZE	./include/rlgl.h	/^    #define GL_PROGRAM_POINT_SIZE /;"	d
+GL_READ_FRAMEBUFFER	./include/rlgl.h	/^        #define GL_READ_FRAMEBUFFER /;"	d
+GL_SHADING_LANGUAGE_VERSION	./include/rlgl.h	/^    #define GL_SHADING_LANGUAGE_VERSION /;"	d
+GL_TEXTURE_MAX_ANISOTROPY_EXT	./include/rlgl.h	/^    #define GL_TEXTURE_MAX_ANISOTROPY_EXT /;"	d
+GL_UNSIGNED_SHORT_4_4_4_4	./include/rlgl.h	/^    #define GL_UNSIGNED_SHORT_4_4_4_4 /;"	d
+GL_UNSIGNED_SHORT_5_5_5_1	./include/rlgl.h	/^    #define GL_UNSIGNED_SHORT_5_5_5_1 /;"	d
+GL_UNSIGNED_SHORT_5_6_5	./include/rlgl.h	/^    #define GL_UNSIGNED_SHORT_5_6_5 /;"	d
+GOLD	./include/raylib.h	/^#define GOLD /;"	d
+GRAPHICS_API_OPENGL_33	./include/rlgl.h	/^        #define GRAPHICS_API_OPENGL_33$/;"	d
+GRAPHICS_API_OPENGL_33	./include/rlgl.h	/^    #define GRAPHICS_API_OPENGL_33$/;"	d
+GRAPHICS_API_OPENGL_ES2	./include/rlgl.h	/^    #define GRAPHICS_API_OPENGL_ES2$/;"	d
+GRAY	./include/raylib.h	/^#define GRAY /;"	d
+GREEN	./include/raylib.h	/^#define GREEN /;"	d
+GamepadAxis	./include/raylib.h	/^} GamepadAxis;$/;"	t	typeref:enum:__anona1c2050e0803
+GamepadButton	./include/raylib.h	/^} GamepadButton;$/;"	t	typeref:enum:__anona1c2050e0703
+Gesture	./include/raylib.h	/^} Gesture;$/;"	t	typeref:enum:__anona1c2050e1303
+GetMouseRay	./include/raylib.h	/^#define GetMouseRay /;"	d
+GlyphInfo	./include/raylib.h	/^typedef struct GlyphInfo {$/;"	s
+GlyphInfo	./include/raylib.h	/^} GlyphInfo;$/;"	t	typeref:struct:GlyphInfo
+Image	./include/raylib.h	/^typedef struct Image {$/;"	s
+Image	./include/raylib.h	/^} Image;$/;"	t	typeref:struct:Image
+KEY_A	./include/raylib.h	/^    KEY_A               = 65,       \/\/ Key: A | a$/;"	e	enum:__anona1c2050e0403
+KEY_APOSTROPHE	./include/raylib.h	/^    KEY_APOSTROPHE      = 39,       \/\/ Key: '$/;"	e	enum:__anona1c2050e0403
+KEY_B	./include/raylib.h	/^    KEY_B               = 66,       \/\/ Key: B | b$/;"	e	enum:__anona1c2050e0403
+KEY_BACK	./include/raylib.h	/^    KEY_BACK            = 4,        \/\/ Key: Android back button$/;"	e	enum:__anona1c2050e0403
+KEY_BACKSLASH	./include/raylib.h	/^    KEY_BACKSLASH       = 92,       \/\/ Key: '\\'$/;"	e	enum:__anona1c2050e0403
+KEY_BACKSPACE	./include/raylib.h	/^    KEY_BACKSPACE       = 259,      \/\/ Key: Backspace$/;"	e	enum:__anona1c2050e0403
+KEY_C	./include/raylib.h	/^    KEY_C               = 67,       \/\/ Key: C | c$/;"	e	enum:__anona1c2050e0403
+KEY_CAPS_LOCK	./include/raylib.h	/^    KEY_CAPS_LOCK       = 280,      \/\/ Key: Caps lock$/;"	e	enum:__anona1c2050e0403
+KEY_COMMA	./include/raylib.h	/^    KEY_COMMA           = 44,       \/\/ Key: ,$/;"	e	enum:__anona1c2050e0403
+KEY_D	./include/raylib.h	/^    KEY_D               = 68,       \/\/ Key: D | d$/;"	e	enum:__anona1c2050e0403
+KEY_DELETE	./include/raylib.h	/^    KEY_DELETE          = 261,      \/\/ Key: Del$/;"	e	enum:__anona1c2050e0403
+KEY_DOWN	./include/raylib.h	/^    KEY_DOWN            = 264,      \/\/ Key: Cursor down$/;"	e	enum:__anona1c2050e0403
+KEY_E	./include/raylib.h	/^    KEY_E               = 69,       \/\/ Key: E | e$/;"	e	enum:__anona1c2050e0403
+KEY_EIGHT	./include/raylib.h	/^    KEY_EIGHT           = 56,       \/\/ Key: 8$/;"	e	enum:__anona1c2050e0403
+KEY_END	./include/raylib.h	/^    KEY_END             = 269,      \/\/ Key: End$/;"	e	enum:__anona1c2050e0403
+KEY_ENTER	./include/raylib.h	/^    KEY_ENTER           = 257,      \/\/ Key: Enter$/;"	e	enum:__anona1c2050e0403
+KEY_EQUAL	./include/raylib.h	/^    KEY_EQUAL           = 61,       \/\/ Key: =$/;"	e	enum:__anona1c2050e0403
+KEY_ESCAPE	./include/raylib.h	/^    KEY_ESCAPE          = 256,      \/\/ Key: Esc$/;"	e	enum:__anona1c2050e0403
+KEY_F	./include/raylib.h	/^    KEY_F               = 70,       \/\/ Key: F | f$/;"	e	enum:__anona1c2050e0403
+KEY_F1	./include/raylib.h	/^    KEY_F1              = 290,      \/\/ Key: F1$/;"	e	enum:__anona1c2050e0403
+KEY_F10	./include/raylib.h	/^    KEY_F10             = 299,      \/\/ Key: F10$/;"	e	enum:__anona1c2050e0403
+KEY_F11	./include/raylib.h	/^    KEY_F11             = 300,      \/\/ Key: F11$/;"	e	enum:__anona1c2050e0403
+KEY_F12	./include/raylib.h	/^    KEY_F12             = 301,      \/\/ Key: F12$/;"	e	enum:__anona1c2050e0403
+KEY_F2	./include/raylib.h	/^    KEY_F2              = 291,      \/\/ Key: F2$/;"	e	enum:__anona1c2050e0403
+KEY_F3	./include/raylib.h	/^    KEY_F3              = 292,      \/\/ Key: F3$/;"	e	enum:__anona1c2050e0403
+KEY_F4	./include/raylib.h	/^    KEY_F4              = 293,      \/\/ Key: F4$/;"	e	enum:__anona1c2050e0403
+KEY_F5	./include/raylib.h	/^    KEY_F5              = 294,      \/\/ Key: F5$/;"	e	enum:__anona1c2050e0403
+KEY_F6	./include/raylib.h	/^    KEY_F6              = 295,      \/\/ Key: F6$/;"	e	enum:__anona1c2050e0403
+KEY_F7	./include/raylib.h	/^    KEY_F7              = 296,      \/\/ Key: F7$/;"	e	enum:__anona1c2050e0403
+KEY_F8	./include/raylib.h	/^    KEY_F8              = 297,      \/\/ Key: F8$/;"	e	enum:__anona1c2050e0403
+KEY_F9	./include/raylib.h	/^    KEY_F9              = 298,      \/\/ Key: F9$/;"	e	enum:__anona1c2050e0403
+KEY_FIVE	./include/raylib.h	/^    KEY_FIVE            = 53,       \/\/ Key: 5$/;"	e	enum:__anona1c2050e0403
+KEY_FOUR	./include/raylib.h	/^    KEY_FOUR            = 52,       \/\/ Key: 4$/;"	e	enum:__anona1c2050e0403
+KEY_G	./include/raylib.h	/^    KEY_G               = 71,       \/\/ Key: G | g$/;"	e	enum:__anona1c2050e0403
+KEY_GRAVE	./include/raylib.h	/^    KEY_GRAVE           = 96,       \/\/ Key: `$/;"	e	enum:__anona1c2050e0403
+KEY_H	./include/raylib.h	/^    KEY_H               = 72,       \/\/ Key: H | h$/;"	e	enum:__anona1c2050e0403
+KEY_HOME	./include/raylib.h	/^    KEY_HOME            = 268,      \/\/ Key: Home$/;"	e	enum:__anona1c2050e0403
+KEY_I	./include/raylib.h	/^    KEY_I               = 73,       \/\/ Key: I | i$/;"	e	enum:__anona1c2050e0403
+KEY_INSERT	./include/raylib.h	/^    KEY_INSERT          = 260,      \/\/ Key: Ins$/;"	e	enum:__anona1c2050e0403
+KEY_J	./include/raylib.h	/^    KEY_J               = 74,       \/\/ Key: J | j$/;"	e	enum:__anona1c2050e0403
+KEY_K	./include/raylib.h	/^    KEY_K               = 75,       \/\/ Key: K | k$/;"	e	enum:__anona1c2050e0403
+KEY_KB_MENU	./include/raylib.h	/^    KEY_KB_MENU         = 348,      \/\/ Key: KB menu$/;"	e	enum:__anona1c2050e0403
+KEY_KP_0	./include/raylib.h	/^    KEY_KP_0            = 320,      \/\/ Key: Keypad 0$/;"	e	enum:__anona1c2050e0403
+KEY_KP_1	./include/raylib.h	/^    KEY_KP_1            = 321,      \/\/ Key: Keypad 1$/;"	e	enum:__anona1c2050e0403
+KEY_KP_2	./include/raylib.h	/^    KEY_KP_2            = 322,      \/\/ Key: Keypad 2$/;"	e	enum:__anona1c2050e0403
+KEY_KP_3	./include/raylib.h	/^    KEY_KP_3            = 323,      \/\/ Key: Keypad 3$/;"	e	enum:__anona1c2050e0403
+KEY_KP_4	./include/raylib.h	/^    KEY_KP_4            = 324,      \/\/ Key: Keypad 4$/;"	e	enum:__anona1c2050e0403
+KEY_KP_5	./include/raylib.h	/^    KEY_KP_5            = 325,      \/\/ Key: Keypad 5$/;"	e	enum:__anona1c2050e0403
+KEY_KP_6	./include/raylib.h	/^    KEY_KP_6            = 326,      \/\/ Key: Keypad 6$/;"	e	enum:__anona1c2050e0403
+KEY_KP_7	./include/raylib.h	/^    KEY_KP_7            = 327,      \/\/ Key: Keypad 7$/;"	e	enum:__anona1c2050e0403
+KEY_KP_8	./include/raylib.h	/^    KEY_KP_8            = 328,      \/\/ Key: Keypad 8$/;"	e	enum:__anona1c2050e0403
+KEY_KP_9	./include/raylib.h	/^    KEY_KP_9            = 329,      \/\/ Key: Keypad 9$/;"	e	enum:__anona1c2050e0403
+KEY_KP_ADD	./include/raylib.h	/^    KEY_KP_ADD          = 334,      \/\/ Key: Keypad +$/;"	e	enum:__anona1c2050e0403
+KEY_KP_DECIMAL	./include/raylib.h	/^    KEY_KP_DECIMAL      = 330,      \/\/ Key: Keypad .$/;"	e	enum:__anona1c2050e0403
+KEY_KP_DIVIDE	./include/raylib.h	/^    KEY_KP_DIVIDE       = 331,      \/\/ Key: Keypad \/$/;"	e	enum:__anona1c2050e0403
+KEY_KP_ENTER	./include/raylib.h	/^    KEY_KP_ENTER        = 335,      \/\/ Key: Keypad Enter$/;"	e	enum:__anona1c2050e0403
+KEY_KP_EQUAL	./include/raylib.h	/^    KEY_KP_EQUAL        = 336,      \/\/ Key: Keypad =$/;"	e	enum:__anona1c2050e0403
+KEY_KP_MULTIPLY	./include/raylib.h	/^    KEY_KP_MULTIPLY     = 332,      \/\/ Key: Keypad *$/;"	e	enum:__anona1c2050e0403
+KEY_KP_SUBTRACT	./include/raylib.h	/^    KEY_KP_SUBTRACT     = 333,      \/\/ Key: Keypad -$/;"	e	enum:__anona1c2050e0403
+KEY_L	./include/raylib.h	/^    KEY_L               = 76,       \/\/ Key: L | l$/;"	e	enum:__anona1c2050e0403
+KEY_LEFT	./include/raylib.h	/^    KEY_LEFT            = 263,      \/\/ Key: Cursor left$/;"	e	enum:__anona1c2050e0403
+KEY_LEFT_ALT	./include/raylib.h	/^    KEY_LEFT_ALT        = 342,      \/\/ Key: Alt left$/;"	e	enum:__anona1c2050e0403
+KEY_LEFT_BRACKET	./include/raylib.h	/^    KEY_LEFT_BRACKET    = 91,       \/\/ Key: [$/;"	e	enum:__anona1c2050e0403
+KEY_LEFT_CONTROL	./include/raylib.h	/^    KEY_LEFT_CONTROL    = 341,      \/\/ Key: Control left$/;"	e	enum:__anona1c2050e0403
+KEY_LEFT_SHIFT	./include/raylib.h	/^    KEY_LEFT_SHIFT      = 340,      \/\/ Key: Shift left$/;"	e	enum:__anona1c2050e0403
+KEY_LEFT_SUPER	./include/raylib.h	/^    KEY_LEFT_SUPER      = 343,      \/\/ Key: Super left$/;"	e	enum:__anona1c2050e0403
+KEY_M	./include/raylib.h	/^    KEY_M               = 77,       \/\/ Key: M | m$/;"	e	enum:__anona1c2050e0403
+KEY_MENU	./include/raylib.h	/^    KEY_MENU            = 5,        \/\/ Key: Android menu button$/;"	e	enum:__anona1c2050e0403
+KEY_MINUS	./include/raylib.h	/^    KEY_MINUS           = 45,       \/\/ Key: -$/;"	e	enum:__anona1c2050e0403
+KEY_N	./include/raylib.h	/^    KEY_N               = 78,       \/\/ Key: N | n$/;"	e	enum:__anona1c2050e0403
+KEY_NINE	./include/raylib.h	/^    KEY_NINE            = 57,       \/\/ Key: 9$/;"	e	enum:__anona1c2050e0403
+KEY_NULL	./include/raylib.h	/^    KEY_NULL            = 0,        \/\/ Key: NULL, used for no key pressed$/;"	e	enum:__anona1c2050e0403
+KEY_NUM_LOCK	./include/raylib.h	/^    KEY_NUM_LOCK        = 282,      \/\/ Key: Num lock$/;"	e	enum:__anona1c2050e0403
+KEY_O	./include/raylib.h	/^    KEY_O               = 79,       \/\/ Key: O | o$/;"	e	enum:__anona1c2050e0403
+KEY_ONE	./include/raylib.h	/^    KEY_ONE             = 49,       \/\/ Key: 1$/;"	e	enum:__anona1c2050e0403
+KEY_P	./include/raylib.h	/^    KEY_P               = 80,       \/\/ Key: P | p$/;"	e	enum:__anona1c2050e0403
+KEY_PAGE_DOWN	./include/raylib.h	/^    KEY_PAGE_DOWN       = 267,      \/\/ Key: Page down$/;"	e	enum:__anona1c2050e0403
+KEY_PAGE_UP	./include/raylib.h	/^    KEY_PAGE_UP         = 266,      \/\/ Key: Page up$/;"	e	enum:__anona1c2050e0403
+KEY_PAUSE	./include/raylib.h	/^    KEY_PAUSE           = 284,      \/\/ Key: Pause$/;"	e	enum:__anona1c2050e0403
+KEY_PERIOD	./include/raylib.h	/^    KEY_PERIOD          = 46,       \/\/ Key: .$/;"	e	enum:__anona1c2050e0403
+KEY_PRINT_SCREEN	./include/raylib.h	/^    KEY_PRINT_SCREEN    = 283,      \/\/ Key: Print screen$/;"	e	enum:__anona1c2050e0403
+KEY_Q	./include/raylib.h	/^    KEY_Q               = 81,       \/\/ Key: Q | q$/;"	e	enum:__anona1c2050e0403
+KEY_R	./include/raylib.h	/^    KEY_R               = 82,       \/\/ Key: R | r$/;"	e	enum:__anona1c2050e0403
+KEY_RIGHT	./include/raylib.h	/^    KEY_RIGHT           = 262,      \/\/ Key: Cursor right$/;"	e	enum:__anona1c2050e0403
+KEY_RIGHT_ALT	./include/raylib.h	/^    KEY_RIGHT_ALT       = 346,      \/\/ Key: Alt right$/;"	e	enum:__anona1c2050e0403
+KEY_RIGHT_BRACKET	./include/raylib.h	/^    KEY_RIGHT_BRACKET   = 93,       \/\/ Key: ]$/;"	e	enum:__anona1c2050e0403
+KEY_RIGHT_CONTROL	./include/raylib.h	/^    KEY_RIGHT_CONTROL   = 345,      \/\/ Key: Control right$/;"	e	enum:__anona1c2050e0403
+KEY_RIGHT_SHIFT	./include/raylib.h	/^    KEY_RIGHT_SHIFT     = 344,      \/\/ Key: Shift right$/;"	e	enum:__anona1c2050e0403
+KEY_RIGHT_SUPER	./include/raylib.h	/^    KEY_RIGHT_SUPER     = 347,      \/\/ Key: Super right$/;"	e	enum:__anona1c2050e0403
+KEY_S	./include/raylib.h	/^    KEY_S               = 83,       \/\/ Key: S | s$/;"	e	enum:__anona1c2050e0403
+KEY_SCROLL_LOCK	./include/raylib.h	/^    KEY_SCROLL_LOCK     = 281,      \/\/ Key: Scroll down$/;"	e	enum:__anona1c2050e0403
+KEY_SEMICOLON	./include/raylib.h	/^    KEY_SEMICOLON       = 59,       \/\/ Key: ;$/;"	e	enum:__anona1c2050e0403
+KEY_SEVEN	./include/raylib.h	/^    KEY_SEVEN           = 55,       \/\/ Key: 7$/;"	e	enum:__anona1c2050e0403
+KEY_SIX	./include/raylib.h	/^    KEY_SIX             = 54,       \/\/ Key: 6$/;"	e	enum:__anona1c2050e0403
+KEY_SLASH	./include/raylib.h	/^    KEY_SLASH           = 47,       \/\/ Key: \/$/;"	e	enum:__anona1c2050e0403
+KEY_SPACE	./include/raylib.h	/^    KEY_SPACE           = 32,       \/\/ Key: Space$/;"	e	enum:__anona1c2050e0403
+KEY_T	./include/raylib.h	/^    KEY_T               = 84,       \/\/ Key: T | t$/;"	e	enum:__anona1c2050e0403
+KEY_TAB	./include/raylib.h	/^    KEY_TAB             = 258,      \/\/ Key: Tab$/;"	e	enum:__anona1c2050e0403
+KEY_THREE	./include/raylib.h	/^    KEY_THREE           = 51,       \/\/ Key: 3$/;"	e	enum:__anona1c2050e0403
+KEY_TWO	./include/raylib.h	/^    KEY_TWO             = 50,       \/\/ Key: 2$/;"	e	enum:__anona1c2050e0403
+KEY_U	./include/raylib.h	/^    KEY_U               = 85,       \/\/ Key: U | u$/;"	e	enum:__anona1c2050e0403
+KEY_UP	./include/raylib.h	/^    KEY_UP              = 265,      \/\/ Key: Cursor up$/;"	e	enum:__anona1c2050e0403
+KEY_V	./include/raylib.h	/^    KEY_V               = 86,       \/\/ Key: V | v$/;"	e	enum:__anona1c2050e0403
+KEY_VOLUME_DOWN	./include/raylib.h	/^    KEY_VOLUME_DOWN     = 25        \/\/ Key: Android volume down button$/;"	e	enum:__anona1c2050e0403
+KEY_VOLUME_UP	./include/raylib.h	/^    KEY_VOLUME_UP       = 24,       \/\/ Key: Android volume up button$/;"	e	enum:__anona1c2050e0403
+KEY_W	./include/raylib.h	/^    KEY_W               = 87,       \/\/ Key: W | w$/;"	e	enum:__anona1c2050e0403
+KEY_X	./include/raylib.h	/^    KEY_X               = 88,       \/\/ Key: X | x$/;"	e	enum:__anona1c2050e0403
+KEY_Y	./include/raylib.h	/^    KEY_Y               = 89,       \/\/ Key: Y | y$/;"	e	enum:__anona1c2050e0403
+KEY_Z	./include/raylib.h	/^    KEY_Z               = 90,       \/\/ Key: Z | z$/;"	e	enum:__anona1c2050e0403
+KEY_ZERO	./include/raylib.h	/^    KEY_ZERO            = 48,       \/\/ Key: 0$/;"	e	enum:__anona1c2050e0403
+KeyboardKey	./include/raylib.h	/^} KeyboardKey;$/;"	t	typeref:enum:__anona1c2050e0403
+LIGHTGRAY	./include/raylib.h	/^#define LIGHTGRAY /;"	d
+LIME	./include/raylib.h	/^#define LIME /;"	d
+LOG_ALL	./include/raylib.h	/^    LOG_ALL = 0,        \/\/ Display all logs$/;"	e	enum:__anona1c2050e0303
+LOG_DEBUG	./include/raylib.h	/^    LOG_DEBUG,          \/\/ Debug logging, used for internal debugging, it should be disabled o/;"	e	enum:__anona1c2050e0303
+LOG_ERROR	./include/raylib.h	/^    LOG_ERROR,          \/\/ Error logging, used on unrecoverable failures$/;"	e	enum:__anona1c2050e0303
+LOG_FATAL	./include/raylib.h	/^    LOG_FATAL,          \/\/ Fatal logging, used to abort program: exit(EXIT_FAILURE)$/;"	e	enum:__anona1c2050e0303
+LOG_INFO	./include/raylib.h	/^    LOG_INFO,           \/\/ Info logging, used for program execution info$/;"	e	enum:__anona1c2050e0303
+LOG_NONE	./include/raylib.h	/^    LOG_NONE            \/\/ Disable logging$/;"	e	enum:__anona1c2050e0303
+LOG_TRACE	./include/raylib.h	/^    LOG_TRACE,          \/\/ Trace logging, intended for internal use only$/;"	e	enum:__anona1c2050e0303
+LOG_WARNING	./include/raylib.h	/^    LOG_WARNING,        \/\/ Warning logging, used on recoverable failures$/;"	e	enum:__anona1c2050e0303
+Lerp	./include/raymath.h	/^RMAPI float Lerp(float start, float end, float amount)$/;"	f	typeref:typename:RMAPI float
+LoadFileDataCallback	./include/raylib.h	/^typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize);    \/\/ Fil/;"	t	typeref:typename:unsigned char * (*)(const char * fileName,int * dataSize)
+LoadFileTextCallback	./include/raylib.h	/^typedef char *(*LoadFileTextCallback)(const char *fileName);            \/\/ FileIO: Load text d/;"	t	typeref:typename:char * (*)(const char * fileName)
+MAGENTA	./include/raylib.h	/^#define MAGENTA /;"	d
+MAROON	./include/raylib.h	/^#define MAROON /;"	d
+MATERIAL_MAP_ALBEDO	./include/raylib.h	/^    MATERIAL_MAP_ALBEDO = 0,        \/\/ Albedo material (same as: MATERIAL_MAP_DIFFUSE)$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_BRDF	./include/raylib.h	/^    MATERIAL_MAP_BRDF               \/\/ Brdf material$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_CUBEMAP	./include/raylib.h	/^    MATERIAL_MAP_CUBEMAP,           \/\/ Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_DIFFUSE	./include/raylib.h	/^#define MATERIAL_MAP_DIFFUSE /;"	d
+MATERIAL_MAP_EMISSION	./include/raylib.h	/^    MATERIAL_MAP_EMISSION,          \/\/ Emission material$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_HEIGHT	./include/raylib.h	/^    MATERIAL_MAP_HEIGHT,            \/\/ Heightmap material$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_IRRADIANCE	./include/raylib.h	/^    MATERIAL_MAP_IRRADIANCE,        \/\/ Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_METALNESS	./include/raylib.h	/^    MATERIAL_MAP_METALNESS,         \/\/ Metalness material (same as: MATERIAL_MAP_SPECULAR)$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_NORMAL	./include/raylib.h	/^    MATERIAL_MAP_NORMAL,            \/\/ Normal material$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_OCCLUSION	./include/raylib.h	/^    MATERIAL_MAP_OCCLUSION,         \/\/ Ambient occlusion material$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_PREFILTER	./include/raylib.h	/^    MATERIAL_MAP_PREFILTER,         \/\/ Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_ROUGHNESS	./include/raylib.h	/^    MATERIAL_MAP_ROUGHNESS,         \/\/ Roughness material$/;"	e	enum:__anona1c2050e0903
+MATERIAL_MAP_SPECULAR	./include/raylib.h	/^#define MATERIAL_MAP_SPECULAR /;"	d
+MAX	./include/rlgl.h	/^        #define MAX(/;"	d
+MIN	./include/rlgl.h	/^        #define MIN(/;"	d
+MOUSE_BUTTON_BACK	./include/raylib.h	/^    MOUSE_BUTTON_BACK    = 6,       \/\/ Mouse button back (advanced mouse device)$/;"	e	enum:__anona1c2050e0503
+MOUSE_BUTTON_EXTRA	./include/raylib.h	/^    MOUSE_BUTTON_EXTRA   = 4,       \/\/ Mouse button extra (advanced mouse device)$/;"	e	enum:__anona1c2050e0503
+MOUSE_BUTTON_FORWARD	./include/raylib.h	/^    MOUSE_BUTTON_FORWARD = 5,       \/\/ Mouse button forward (advanced mouse device)$/;"	e	enum:__anona1c2050e0503
+MOUSE_BUTTON_LEFT	./include/raylib.h	/^    MOUSE_BUTTON_LEFT    = 0,       \/\/ Mouse button left$/;"	e	enum:__anona1c2050e0503
+MOUSE_BUTTON_MIDDLE	./include/raylib.h	/^    MOUSE_BUTTON_MIDDLE  = 2,       \/\/ Mouse button middle (pressed wheel)$/;"	e	enum:__anona1c2050e0503
+MOUSE_BUTTON_RIGHT	./include/raylib.h	/^    MOUSE_BUTTON_RIGHT   = 1,       \/\/ Mouse button right$/;"	e	enum:__anona1c2050e0503
+MOUSE_BUTTON_SIDE	./include/raylib.h	/^    MOUSE_BUTTON_SIDE    = 3,       \/\/ Mouse button side (advanced mouse device)$/;"	e	enum:__anona1c2050e0503
+MOUSE_CURSOR_ARROW	./include/raylib.h	/^    MOUSE_CURSOR_ARROW         = 1,     \/\/ Arrow shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_CROSSHAIR	./include/raylib.h	/^    MOUSE_CURSOR_CROSSHAIR     = 3,     \/\/ Cross shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_DEFAULT	./include/raylib.h	/^    MOUSE_CURSOR_DEFAULT       = 0,     \/\/ Default pointer shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_IBEAM	./include/raylib.h	/^    MOUSE_CURSOR_IBEAM         = 2,     \/\/ Text writing cursor shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_NOT_ALLOWED	./include/raylib.h	/^    MOUSE_CURSOR_NOT_ALLOWED   = 10     \/\/ The operation-not-allowed shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_POINTING_HAND	./include/raylib.h	/^    MOUSE_CURSOR_POINTING_HAND = 4,     \/\/ Pointing hand cursor$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_RESIZE_ALL	./include/raylib.h	/^    MOUSE_CURSOR_RESIZE_ALL    = 9,     \/\/ The omnidirectional resize\/move cursor shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_RESIZE_EW	./include/raylib.h	/^    MOUSE_CURSOR_RESIZE_EW     = 5,     \/\/ Horizontal resize\/move arrow shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_RESIZE_NESW	./include/raylib.h	/^    MOUSE_CURSOR_RESIZE_NESW   = 8,     \/\/ The top-right to bottom-left diagonal resize\/move /;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_RESIZE_NS	./include/raylib.h	/^    MOUSE_CURSOR_RESIZE_NS     = 6,     \/\/ Vertical resize\/move arrow shape$/;"	e	enum:__anona1c2050e0603
+MOUSE_CURSOR_RESIZE_NWSE	./include/raylib.h	/^    MOUSE_CURSOR_RESIZE_NWSE   = 7,     \/\/ Top-left to bottom-right diagonal resize\/move arro/;"	e	enum:__anona1c2050e0603
+MOUSE_LEFT_BUTTON	./include/raylib.h	/^#define MOUSE_LEFT_BUTTON /;"	d
+MOUSE_MIDDLE_BUTTON	./include/raylib.h	/^#define MOUSE_MIDDLE_BUTTON /;"	d
+MOUSE_RIGHT_BUTTON	./include/raylib.h	/^#define MOUSE_RIGHT_BUTTON /;"	d
+Material	./include/raylib.h	/^typedef struct Material {$/;"	s
+Material	./include/raylib.h	/^} Material;$/;"	t	typeref:struct:Material
+MaterialMap	./include/raylib.h	/^typedef struct MaterialMap {$/;"	s
+MaterialMap	./include/raylib.h	/^} MaterialMap;$/;"	t	typeref:struct:MaterialMap
+MaterialMapIndex	./include/raylib.h	/^} MaterialMapIndex;$/;"	t	typeref:enum:__anona1c2050e0903
+Matrix	./include/raylib.h	/^typedef struct Matrix {$/;"	s
+Matrix	./include/raylib.h	/^} Matrix;$/;"	t	typeref:struct:Matrix
+Matrix	./include/raymath.h	/^typedef struct Matrix {$/;"	s
+Matrix	./include/raymath.h	/^} Matrix;$/;"	t	typeref:struct:Matrix
+Matrix	./include/rlgl.h	/^typedef struct Matrix {$/;"	s
+Matrix	./include/rlgl.h	/^} Matrix;$/;"	t	typeref:struct:Matrix
+MatrixAdd	./include/raymath.h	/^RMAPI Matrix MatrixAdd(Matrix left, Matrix right)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixDecompose	./include/raymath.h	/^RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scal/;"	f	typeref:typename:RMAPI void
+MatrixDeterminant	./include/raymath.h	/^RMAPI float MatrixDeterminant(Matrix mat)$/;"	f	typeref:typename:RMAPI float
+MatrixFrustum	./include/raymath.h	/^RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlan/;"	f	typeref:typename:RMAPI Matrix
+MatrixIdentity	./include/raymath.h	/^RMAPI Matrix MatrixIdentity(void)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixInvert	./include/raymath.h	/^RMAPI Matrix MatrixInvert(Matrix mat)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixLookAt	./include/raymath.h	/^RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixMultiply	./include/raymath.h	/^RMAPI Matrix MatrixMultiply(Matrix left, Matrix right)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixOrtho	./include/raymath.h	/^RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane,/;"	f	typeref:typename:RMAPI Matrix
+MatrixPerspective	./include/raymath.h	/^RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixRotate	./include/raymath.h	/^RMAPI Matrix MatrixRotate(Vector3 axis, float angle)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixRotateX	./include/raymath.h	/^RMAPI Matrix MatrixRotateX(float angle)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixRotateXYZ	./include/raymath.h	/^RMAPI Matrix MatrixRotateXYZ(Vector3 angle)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixRotateY	./include/raymath.h	/^RMAPI Matrix MatrixRotateY(float angle)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixRotateZ	./include/raymath.h	/^RMAPI Matrix MatrixRotateZ(float angle)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixRotateZYX	./include/raymath.h	/^RMAPI Matrix MatrixRotateZYX(Vector3 angle)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixScale	./include/raymath.h	/^RMAPI Matrix MatrixScale(float x, float y, float z)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixSubtract	./include/raymath.h	/^RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixToFloat	./include/raymath.h	/^    #define MatrixToFloat(mat) (MatrixToFloatV/;"	d
+MatrixToFloatV	./include/raymath.h	/^RMAPI float16 MatrixToFloatV(Matrix mat)$/;"	f	typeref:typename:RMAPI float16
+MatrixTrace	./include/raymath.h	/^RMAPI float MatrixTrace(Matrix mat)$/;"	f	typeref:typename:RMAPI float
+MatrixTranslate	./include/raymath.h	/^RMAPI Matrix MatrixTranslate(float x, float y, float z)$/;"	f	typeref:typename:RMAPI Matrix
+MatrixTranspose	./include/raymath.h	/^RMAPI Matrix MatrixTranspose(Matrix mat)$/;"	f	typeref:typename:RMAPI Matrix
+Mesh	./include/raylib.h	/^typedef struct Mesh {$/;"	s
+Mesh	./include/raylib.h	/^} Mesh;$/;"	t	typeref:struct:Mesh
+Model	./include/raylib.h	/^typedef struct Model {$/;"	s
+Model	./include/raylib.h	/^} Model;$/;"	t	typeref:struct:Model
+ModelAnimation	./include/raylib.h	/^typedef struct ModelAnimation {$/;"	s
+ModelAnimation	./include/raylib.h	/^} ModelAnimation;$/;"	t	typeref:struct:ModelAnimation
+MouseButton	./include/raylib.h	/^} MouseButton;$/;"	t	typeref:enum:__anona1c2050e0503
+MouseCursor	./include/raylib.h	/^} MouseCursor;$/;"	t	typeref:enum:__anona1c2050e0603
+Music	./include/raylib.h	/^typedef struct Music {$/;"	s
+Music	./include/raylib.h	/^} Music;$/;"	t	typeref:struct:Music
+NPATCH_NINE_PATCH	./include/raylib.h	/^    NPATCH_NINE_PATCH = 0,          \/\/ Npatch layout: 3x3 tiles$/;"	e	enum:__anona1c2050e1603
+NPATCH_THREE_PATCH_HORIZONTAL	./include/raylib.h	/^    NPATCH_THREE_PATCH_HORIZONTAL   \/\/ Npatch layout: 3x1 tiles$/;"	e	enum:__anona1c2050e1603
+NPATCH_THREE_PATCH_VERTICAL	./include/raylib.h	/^    NPATCH_THREE_PATCH_VERTICAL,    \/\/ Npatch layout: 1x3 tiles$/;"	e	enum:__anona1c2050e1603
+NPatchInfo	./include/raylib.h	/^typedef struct NPatchInfo {$/;"	s
+NPatchInfo	./include/raylib.h	/^} NPatchInfo;$/;"	t	typeref:struct:NPatchInfo
+NPatchLayout	./include/raylib.h	/^} NPatchLayout;$/;"	t	typeref:enum:__anona1c2050e1603
+Normalize	./include/raymath.h	/^RMAPI float Normalize(float value, float start, float end)$/;"	f	typeref:typename:RMAPI float
+ORANGE	./include/raylib.h	/^#define ORANGE /;"	d
+PFNGLDRAWARRAYSINSTANCEDEXTPROC	./include/rlgl.h	/^    typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsiz/;"	t	typeref:typename:void (GL_APIENTRYP)(GLenum mode,GLint start,GLsizei count,GLsizei primcount)
+PFNGLDRAWELEMENTSINSTANCEDEXTPROC	./include/rlgl.h	/^    typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, G/;"	t	typeref:typename:void (GL_APIENTRYP)(GLenum mode,GLsizei count,GLenum type,const void * indices,GLsizei primcount)
+PFNGLVERTEXATTRIBDIVISOREXTPROC	./include/rlgl.h	/^    typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);$/;"	t	typeref:typename:void (GL_APIENTRYP)(GLuint index,GLuint divisor)
+PI	./include/raylib.h	/^    #define PI /;"	d
+PI	./include/raymath.h	/^    #define PI /;"	d
+PI	./include/rlgl.h	/^    #define PI /;"	d
+PINK	./include/raylib.h	/^#define PINK /;"	d
+PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,   \/\/ 8 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA    \/\/ 2 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_DXT1_RGB	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_DXT1_RGB,        \/\/ 4 bpp (no alpha)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_DXT1_RGBA	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_DXT1_RGBA,       \/\/ 4 bpp (1 bit alpha)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_DXT3_RGBA	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_DXT3_RGBA,       \/\/ 8 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_DXT5_RGBA	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_DXT5_RGBA,       \/\/ 8 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_ETC1_RGB	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_ETC1_RGB,        \/\/ 4 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,   \/\/ 8 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_ETC2_RGB	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_ETC2_RGB,        \/\/ 4 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_PVRT_RGB	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_PVRT_RGB,        \/\/ 4 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_COMPRESSED_PVRT_RGBA	./include/raylib.h	/^    PIXELFORMAT_COMPRESSED_PVRT_RGBA,       \/\/ 4 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_GRAYSCALE	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, \/\/ 8 bit per pixel (no alpha)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,    \/\/ 8*2 bpp (2 channels)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R16	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R16,           \/\/ 16 bpp (1 channel - half float)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R16G16B16	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R16G16B16,     \/\/ 16*3 bpp (3 channels - half float)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R16G16B16A16	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,  \/\/ 16*4 bpp (4 channels - half float)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R32	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R32,           \/\/ 32 bpp (1 channel - float)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R32G32B32	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R32G32B32,     \/\/ 32*3 bpp (3 channels - float)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R32G32B32A32	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,  \/\/ 32*4 bpp (4 channels - float)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R4G4B4A4	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,      \/\/ 16 bpp (4 bit alpha)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R5G5B5A1	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,      \/\/ 16 bpp (1 bit alpha)$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R5G6B5	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R5G6B5,        \/\/ 16 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R8G8B8	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R8G8B8,        \/\/ 24 bpp$/;"	e	enum:__anona1c2050e0d03
+PIXELFORMAT_UNCOMPRESSED_R8G8B8A8	./include/raylib.h	/^    PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,      \/\/ 32 bpp$/;"	e	enum:__anona1c2050e0d03
+PURPLE	./include/raylib.h	/^#define PURPLE /;"	d
+PixelFormat	./include/raylib.h	/^} PixelFormat;$/;"	t	typeref:enum:__anona1c2050e0d03
+Quaternion	./include/raylib.h	/^typedef Vector4 Quaternion;$/;"	t	typeref:typename:Vector4
+Quaternion	./include/raymath.h	/^typedef Vector4 Quaternion;$/;"	t	typeref:typename:Vector4
+QuaternionAdd	./include/raymath.h	/^RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionAddValue	./include/raymath.h	/^RMAPI Quaternion QuaternionAddValue(Quaternion q, float add)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionCubicHermiteSpline	./include/raymath.h	/^RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion /;"	f	typeref:typename:RMAPI Quaternion
+QuaternionDivide	./include/raymath.h	/^RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionEquals	./include/raymath.h	/^RMAPI int QuaternionEquals(Quaternion p, Quaternion q)$/;"	f	typeref:typename:RMAPI int
+QuaternionFromAxisAngle	./include/raymath.h	/^RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionFromEuler	./include/raymath.h	/^RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionFromMatrix	./include/raymath.h	/^RMAPI Quaternion QuaternionFromMatrix(Matrix mat)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionFromVector3ToVector3	./include/raymath.h	/^RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionIdentity	./include/raymath.h	/^RMAPI Quaternion QuaternionIdentity(void)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionInvert	./include/raymath.h	/^RMAPI Quaternion QuaternionInvert(Quaternion q)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionLength	./include/raymath.h	/^RMAPI float QuaternionLength(Quaternion q)$/;"	f	typeref:typename:RMAPI float
+QuaternionLerp	./include/raymath.h	/^RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionMultiply	./include/raymath.h	/^RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionNlerp	./include/raymath.h	/^RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionNormalize	./include/raymath.h	/^RMAPI Quaternion QuaternionNormalize(Quaternion q)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionOnes	./include/raymath.h	/^static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };$/;"	v	typeref:typename:Quaternion
+QuaternionScale	./include/raymath.h	/^RMAPI Quaternion QuaternionScale(Quaternion q, float mul)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionSlerp	./include/raymath.h	/^RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionSubtract	./include/raymath.h	/^RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionSubtractValue	./include/raymath.h	/^RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionToAxisAngle	./include/raymath.h	/^RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)$/;"	f	typeref:typename:RMAPI void
+QuaternionToEuler	./include/raymath.h	/^RMAPI Vector3 QuaternionToEuler(Quaternion q)$/;"	f	typeref:typename:RMAPI Vector3
+QuaternionToMatrix	./include/raymath.h	/^RMAPI Matrix QuaternionToMatrix(Quaternion q)$/;"	f	typeref:typename:RMAPI Matrix
+QuaternionTransform	./include/raymath.h	/^RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)$/;"	f	typeref:typename:RMAPI Quaternion
+QuaternionUnitX	./include/raymath.h	/^static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };$/;"	v	typeref:typename:Quaternion
+QuaternionZeros	./include/raymath.h	/^static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };$/;"	v	typeref:typename:Quaternion
+RAD2DEG	./include/raylib.h	/^    #define RAD2DEG /;"	d
+RAD2DEG	./include/raymath.h	/^    #define RAD2DEG /;"	d
+RAD2DEG	./include/rlgl.h	/^    #define RAD2DEG /;"	d
+RAYLIB_H	./include/raylib.h	/^#define RAYLIB_H$/;"	d
+RAYLIB_VERSION	./include/raylib.h	/^#define RAYLIB_VERSION /;"	d
+RAYLIB_VERSION_MAJOR	./include/raylib.h	/^#define RAYLIB_VERSION_MAJOR /;"	d
+RAYLIB_VERSION_MINOR	./include/raylib.h	/^#define RAYLIB_VERSION_MINOR /;"	d
+RAYLIB_VERSION_PATCH	./include/raylib.h	/^#define RAYLIB_VERSION_PATCH /;"	d
+RAYMATH_H	./include/raymath.h	/^#define RAYMATH_H$/;"	d
+RAYWHITE	./include/raylib.h	/^#define RAYWHITE /;"	d
+RED	./include/raylib.h	/^#define RED /;"	d
+RLAPI	./include/raylib.h	/^        #define RLAPI /;"	d
+RLAPI	./include/raylib.h	/^    #define RLAPI /;"	d
+RLAPI	./include/rlgl.h	/^    #define RLAPI /;"	d
+RLGL	./include/rlgl.h	/^static rlglData RLGL = { 0 };$/;"	v	typeref:typename:rlglData
+RLGL_H	./include/rlgl.h	/^#define RLGL_H$/;"	d
+RLGL_RENDER_TEXTURES_HINT	./include/rlgl.h	/^#define RLGL_RENDER_TEXTURES_HINT$/;"	d
+RLGL_VERSION	./include/rlgl.h	/^#define RLGL_VERSION /;"	d
+RL_ATTACHMENT_COLOR_CHANNEL0	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL0 = 0,       \/\/ Framebuffer attachment type: color 0$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_COLOR_CHANNEL1	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL1 = 1,       \/\/ Framebuffer attachment type: color 1$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_COLOR_CHANNEL2	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL2 = 2,       \/\/ Framebuffer attachment type: color 2$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_COLOR_CHANNEL3	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL3 = 3,       \/\/ Framebuffer attachment type: color 3$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_COLOR_CHANNEL4	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL4 = 4,       \/\/ Framebuffer attachment type: color 4$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_COLOR_CHANNEL5	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL5 = 5,       \/\/ Framebuffer attachment type: color 5$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_COLOR_CHANNEL6	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL6 = 6,       \/\/ Framebuffer attachment type: color 6$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_COLOR_CHANNEL7	./include/rlgl.h	/^    RL_ATTACHMENT_COLOR_CHANNEL7 = 7,       \/\/ Framebuffer attachment type: color 7$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_CUBEMAP_NEGATIVE_X	./include/rlgl.h	/^    RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1,   \/\/ Framebuffer texture attachment type: cubemap, -/;"	e	enum:__anon460017dc0b03
+RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y	./include/rlgl.h	/^    RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3,   \/\/ Framebuffer texture attachment type: cubemap, -/;"	e	enum:__anon460017dc0b03
+RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z	./include/rlgl.h	/^    RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5,   \/\/ Framebuffer texture attachment type: cubemap, -/;"	e	enum:__anon460017dc0b03
+RL_ATTACHMENT_CUBEMAP_POSITIVE_X	./include/rlgl.h	/^    RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,   \/\/ Framebuffer texture attachment type: cubemap, +/;"	e	enum:__anon460017dc0b03
+RL_ATTACHMENT_CUBEMAP_POSITIVE_Y	./include/rlgl.h	/^    RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2,   \/\/ Framebuffer texture attachment type: cubemap, +/;"	e	enum:__anon460017dc0b03
+RL_ATTACHMENT_CUBEMAP_POSITIVE_Z	./include/rlgl.h	/^    RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4,   \/\/ Framebuffer texture attachment type: cubemap, +/;"	e	enum:__anon460017dc0b03
+RL_ATTACHMENT_DEPTH	./include/rlgl.h	/^    RL_ATTACHMENT_DEPTH = 100,              \/\/ Framebuffer attachment type: depth$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_RENDERBUFFER	./include/rlgl.h	/^    RL_ATTACHMENT_RENDERBUFFER = 200,       \/\/ Framebuffer texture attachment type: renderbuff/;"	e	enum:__anon460017dc0b03
+RL_ATTACHMENT_STENCIL	./include/rlgl.h	/^    RL_ATTACHMENT_STENCIL = 200,            \/\/ Framebuffer attachment type: stencil$/;"	e	enum:__anon460017dc0a03
+RL_ATTACHMENT_TEXTURE2D	./include/rlgl.h	/^    RL_ATTACHMENT_TEXTURE2D = 100,          \/\/ Framebuffer texture attachment type: texture2d$/;"	e	enum:__anon460017dc0b03
+RL_BLEND_ADDITIVE	./include/rlgl.h	/^    RL_BLEND_ADDITIVE,                  \/\/ Blend textures adding colors$/;"	e	enum:__anon460017dc0603
+RL_BLEND_ADD_COLORS	./include/rlgl.h	/^    RL_BLEND_ADD_COLORS,                \/\/ Blend textures adding colors (alternative)$/;"	e	enum:__anon460017dc0603
+RL_BLEND_ALPHA	./include/rlgl.h	/^    RL_BLEND_ALPHA = 0,                 \/\/ Blend textures considering alpha (default)$/;"	e	enum:__anon460017dc0603
+RL_BLEND_ALPHA_PREMULTIPLY	./include/rlgl.h	/^    RL_BLEND_ALPHA_PREMULTIPLY,         \/\/ Blend premultiplied textures considering alpha$/;"	e	enum:__anon460017dc0603
+RL_BLEND_COLOR	./include/rlgl.h	/^#define RL_BLEND_COLOR /;"	d
+RL_BLEND_CUSTOM	./include/rlgl.h	/^    RL_BLEND_CUSTOM,                    \/\/ Blend textures using custom src\/dst factors (use r/;"	e	enum:__anon460017dc0603
+RL_BLEND_CUSTOM_SEPARATE	./include/rlgl.h	/^    RL_BLEND_CUSTOM_SEPARATE            \/\/ Blend textures using custom src\/dst factors (use r/;"	e	enum:__anon460017dc0603
+RL_BLEND_DST_ALPHA	./include/rlgl.h	/^#define RL_BLEND_DST_ALPHA /;"	d
+RL_BLEND_DST_RGB	./include/rlgl.h	/^#define RL_BLEND_DST_RGB /;"	d
+RL_BLEND_EQUATION	./include/rlgl.h	/^#define RL_BLEND_EQUATION /;"	d
+RL_BLEND_EQUATION_ALPHA	./include/rlgl.h	/^#define RL_BLEND_EQUATION_ALPHA /;"	d
+RL_BLEND_EQUATION_RGB	./include/rlgl.h	/^#define RL_BLEND_EQUATION_RGB /;"	d
+RL_BLEND_MULTIPLIED	./include/rlgl.h	/^    RL_BLEND_MULTIPLIED,                \/\/ Blend textures multiplying colors$/;"	e	enum:__anon460017dc0603
+RL_BLEND_SRC_ALPHA	./include/rlgl.h	/^#define RL_BLEND_SRC_ALPHA /;"	d
+RL_BLEND_SRC_RGB	./include/rlgl.h	/^#define RL_BLEND_SRC_RGB /;"	d
+RL_BLEND_SUBTRACT_COLORS	./include/rlgl.h	/^    RL_BLEND_SUBTRACT_COLORS,           \/\/ Blend textures subtracting colors (alternative)$/;"	e	enum:__anon460017dc0603
+RL_BOOL_TYPE	./include/raylib.h	/^    #define RL_BOOL_TYPE$/;"	d
+RL_CALLOC	./include/raylib.h	/^    #define RL_CALLOC(/;"	d
+RL_CALLOC	./include/rlgl.h	/^    #define RL_CALLOC(/;"	d
+RL_COLOR_TYPE	./include/raylib.h	/^#define RL_COLOR_TYPE$/;"	d
+RL_COMPUTE_SHADER	./include/rlgl.h	/^#define RL_COMPUTE_SHADER /;"	d
+RL_CONSTANT_ALPHA	./include/rlgl.h	/^#define RL_CONSTANT_ALPHA /;"	d
+RL_CONSTANT_COLOR	./include/rlgl.h	/^#define RL_CONSTANT_COLOR /;"	d
+RL_CULL_DISTANCE_FAR	./include/rlgl.h	/^    #define RL_CULL_DISTANCE_FAR /;"	d
+RL_CULL_DISTANCE_NEAR	./include/rlgl.h	/^    #define RL_CULL_DISTANCE_NEAR /;"	d
+RL_CULL_FACE_BACK	./include/rlgl.h	/^    RL_CULL_FACE_BACK$/;"	e	enum:__anon460017dc0c03
+RL_CULL_FACE_FRONT	./include/rlgl.h	/^    RL_CULL_FACE_FRONT = 0,$/;"	e	enum:__anon460017dc0c03
+RL_DEFAULT_BATCH_BUFFERS	./include/rlgl.h	/^    #define RL_DEFAULT_BATCH_BUFFERS /;"	d
+RL_DEFAULT_BATCH_BUFFER_ELEMENTS	./include/rlgl.h	/^        #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS /;"	d
+RL_DEFAULT_BATCH_DRAWCALLS	./include/rlgl.h	/^    #define RL_DEFAULT_BATCH_DRAWCALLS /;"	d
+RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS	./include/rlgl.h	/^    #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT	./include/rlgl.h	/^#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD /;"	d
+RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 /;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS      "vertexBoneIds"     \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   \/\/ Bound by default/;"	d
+RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 /;"	d
+RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 /;"	d
+RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 /;"	d
+RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES /;"	d
+RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR /;"	d
+RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL /;"	d
+RL_DEFAULT_SHADER_UNIFORM_NAME_MVP	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP /;"	d
+RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL /;"	d
+RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION /;"	d
+RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW	./include/rlgl.h	/^    #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW /;"	d
+RL_DRAW_FRAMEBUFFER	./include/rlgl.h	/^#define RL_DRAW_FRAMEBUFFER /;"	d
+RL_DST_ALPHA	./include/rlgl.h	/^#define RL_DST_ALPHA /;"	d
+RL_DST_COLOR	./include/rlgl.h	/^#define RL_DST_COLOR /;"	d
+RL_DYNAMIC_COPY	./include/rlgl.h	/^#define RL_DYNAMIC_COPY /;"	d
+RL_DYNAMIC_DRAW	./include/rlgl.h	/^#define RL_DYNAMIC_DRAW /;"	d
+RL_DYNAMIC_READ	./include/rlgl.h	/^#define RL_DYNAMIC_READ /;"	d
+RL_FLOAT	./include/rlgl.h	/^#define RL_FLOAT /;"	d
+RL_FRAGMENT_SHADER	./include/rlgl.h	/^#define RL_FRAGMENT_SHADER /;"	d
+RL_FREE	./include/raylib.h	/^    #define RL_FREE(/;"	d
+RL_FREE	./include/rlgl.h	/^    #define RL_FREE(/;"	d
+RL_FUNC_ADD	./include/rlgl.h	/^#define RL_FUNC_ADD /;"	d
+RL_FUNC_REVERSE_SUBTRACT	./include/rlgl.h	/^#define RL_FUNC_REVERSE_SUBTRACT /;"	d
+RL_FUNC_SUBTRACT	./include/rlgl.h	/^#define RL_FUNC_SUBTRACT /;"	d
+RL_LINES	./include/rlgl.h	/^#define RL_LINES /;"	d
+RL_LOG_ALL	./include/rlgl.h	/^    RL_LOG_ALL = 0,             \/\/ Display all logs$/;"	e	enum:__anon460017dc0303
+RL_LOG_DEBUG	./include/rlgl.h	/^    RL_LOG_DEBUG,               \/\/ Debug logging, used for internal debugging, it should be di/;"	e	enum:__anon460017dc0303
+RL_LOG_ERROR	./include/rlgl.h	/^    RL_LOG_ERROR,               \/\/ Error logging, used on unrecoverable failures$/;"	e	enum:__anon460017dc0303
+RL_LOG_FATAL	./include/rlgl.h	/^    RL_LOG_FATAL,               \/\/ Fatal logging, used to abort program: exit(EXIT_FAILURE)$/;"	e	enum:__anon460017dc0303
+RL_LOG_INFO	./include/rlgl.h	/^    RL_LOG_INFO,                \/\/ Info logging, used for program execution info$/;"	e	enum:__anon460017dc0303
+RL_LOG_NONE	./include/rlgl.h	/^    RL_LOG_NONE                 \/\/ Disable logging$/;"	e	enum:__anon460017dc0303
+RL_LOG_TRACE	./include/rlgl.h	/^    RL_LOG_TRACE,               \/\/ Trace logging, intended for internal use only$/;"	e	enum:__anon460017dc0303
+RL_LOG_WARNING	./include/rlgl.h	/^    RL_LOG_WARNING,             \/\/ Warning logging, used on recoverable failures$/;"	e	enum:__anon460017dc0303
+RL_MALLOC	./include/raylib.h	/^    #define RL_MALLOC(/;"	d
+RL_MALLOC	./include/rlgl.h	/^    #define RL_MALLOC(/;"	d
+RL_MATRIX_TYPE	./include/raylib.h	/^#define RL_MATRIX_TYPE$/;"	d
+RL_MATRIX_TYPE	./include/raymath.h	/^#define RL_MATRIX_TYPE$/;"	d
+RL_MATRIX_TYPE	./include/rlgl.h	/^#define RL_MATRIX_TYPE$/;"	d
+RL_MAX	./include/rlgl.h	/^#define RL_MAX /;"	d
+RL_MAX_MATRIX_STACK_SIZE	./include/rlgl.h	/^    #define RL_MAX_MATRIX_STACK_SIZE /;"	d
+RL_MAX_SHADER_LOCATIONS	./include/rlgl.h	/^    #define RL_MAX_SHADER_LOCATIONS /;"	d
+RL_MIN	./include/rlgl.h	/^#define RL_MIN /;"	d
+RL_MODELVIEW	./include/rlgl.h	/^#define RL_MODELVIEW /;"	d
+RL_ONE	./include/rlgl.h	/^#define RL_ONE /;"	d
+RL_ONE_MINUS_CONSTANT_ALPHA	./include/rlgl.h	/^#define RL_ONE_MINUS_CONSTANT_ALPHA /;"	d
+RL_ONE_MINUS_CONSTANT_COLOR	./include/rlgl.h	/^#define RL_ONE_MINUS_CONSTANT_COLOR /;"	d
+RL_ONE_MINUS_DST_ALPHA	./include/rlgl.h	/^#define RL_ONE_MINUS_DST_ALPHA /;"	d
+RL_ONE_MINUS_DST_COLOR	./include/rlgl.h	/^#define RL_ONE_MINUS_DST_COLOR /;"	d
+RL_ONE_MINUS_SRC_ALPHA	./include/rlgl.h	/^#define RL_ONE_MINUS_SRC_ALPHA /;"	d
+RL_ONE_MINUS_SRC_COLOR	./include/rlgl.h	/^#define RL_ONE_MINUS_SRC_COLOR /;"	d
+RL_OPENGL_11	./include/rlgl.h	/^    RL_OPENGL_11 = 1,           \/\/ OpenGL 1.1$/;"	e	enum:__anon460017dc0203
+RL_OPENGL_21	./include/rlgl.h	/^    RL_OPENGL_21,               \/\/ OpenGL 2.1 (GLSL 120)$/;"	e	enum:__anon460017dc0203
+RL_OPENGL_33	./include/rlgl.h	/^    RL_OPENGL_33,               \/\/ OpenGL 3.3 (GLSL 330)$/;"	e	enum:__anon460017dc0203
+RL_OPENGL_43	./include/rlgl.h	/^    RL_OPENGL_43,               \/\/ OpenGL 4.3 (using GLSL 330)$/;"	e	enum:__anon460017dc0203
+RL_OPENGL_ES_20	./include/rlgl.h	/^    RL_OPENGL_ES_20,            \/\/ OpenGL ES 2.0 (GLSL 100)$/;"	e	enum:__anon460017dc0203
+RL_OPENGL_ES_30	./include/rlgl.h	/^    RL_OPENGL_ES_30             \/\/ OpenGL ES 3.0 (GLSL 300 es)$/;"	e	enum:__anon460017dc0203
+RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,       \/\/ 8 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA        \/\/ 2 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_DXT1_RGB	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_DXT1_RGB,            \/\/ 4 bpp (no alpha)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA,           \/\/ 4 bpp (1 bit alpha)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA,           \/\/ 8 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA,           \/\/ 8 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_ETC1_RGB	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_ETC1_RGB,            \/\/ 4 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,       \/\/ 8 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_ETC2_RGB	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_ETC2_RGB,            \/\/ 4 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_PVRT_RGB	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_PVRT_RGB,            \/\/ 4 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA	./include/rlgl.h	/^    RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA,           \/\/ 4 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,     \/\/ 8 bit per pixel (no alpha)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,        \/\/ 8*2 bpp (2 channels)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R16	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R16,               \/\/ 16 bpp (1 channel - half float)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16,         \/\/ 16*3 bpp (3 channels - half float)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,      \/\/ 16*4 bpp (4 channels - half float)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R32	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R32,               \/\/ 32 bpp (1 channel - float)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32,         \/\/ 32*3 bpp (3 channels - float)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,      \/\/ 32*4 bpp (4 channels - float)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,          \/\/ 16 bpp (4 bit alpha)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,          \/\/ 16 bpp (1 bit alpha)$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5,            \/\/ 16 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8,            \/\/ 24 bpp$/;"	e	enum:__anon460017dc0403
+RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8	./include/rlgl.h	/^    RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,          \/\/ 32 bpp$/;"	e	enum:__anon460017dc0403
+RL_PROJECTION	./include/rlgl.h	/^#define RL_PROJECTION /;"	d
+RL_QUADS	./include/rlgl.h	/^#define RL_QUADS /;"	d
+RL_QUATERNION_TYPE	./include/raylib.h	/^#define RL_QUATERNION_TYPE$/;"	d
+RL_QUATERNION_TYPE	./include/raymath.h	/^#define RL_QUATERNION_TYPE$/;"	d
+RL_READ_FRAMEBUFFER	./include/rlgl.h	/^#define RL_READ_FRAMEBUFFER /;"	d
+RL_REALLOC	./include/raylib.h	/^    #define RL_REALLOC(/;"	d
+RL_REALLOC	./include/rlgl.h	/^    #define RL_REALLOC(/;"	d
+RL_RECTANGLE_TYPE	./include/raylib.h	/^#define RL_RECTANGLE_TYPE$/;"	d
+RL_SHADER_ATTRIB_FLOAT	./include/rlgl.h	/^    RL_SHADER_ATTRIB_FLOAT = 0,         \/\/ Shader attribute type: float$/;"	e	enum:__anon460017dc0903
+RL_SHADER_ATTRIB_VEC2	./include/rlgl.h	/^    RL_SHADER_ATTRIB_VEC2,              \/\/ Shader attribute type: vec2 (2 float)$/;"	e	enum:__anon460017dc0903
+RL_SHADER_ATTRIB_VEC3	./include/rlgl.h	/^    RL_SHADER_ATTRIB_VEC3,              \/\/ Shader attribute type: vec3 (3 float)$/;"	e	enum:__anon460017dc0903
+RL_SHADER_ATTRIB_VEC4	./include/rlgl.h	/^    RL_SHADER_ATTRIB_VEC4               \/\/ Shader attribute type: vec4 (4 float)$/;"	e	enum:__anon460017dc0903
+RL_SHADER_LOC_COLOR_AMBIENT	./include/rlgl.h	/^    RL_SHADER_LOC_COLOR_AMBIENT,        \/\/ Shader location: vector uniform: ambient color$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_COLOR_DIFFUSE	./include/rlgl.h	/^    RL_SHADER_LOC_COLOR_DIFFUSE,        \/\/ Shader location: vector uniform: diffuse color$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_COLOR_SPECULAR	./include/rlgl.h	/^    RL_SHADER_LOC_COLOR_SPECULAR,       \/\/ Shader location: vector uniform: specular color$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_ALBEDO	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_ALBEDO,           \/\/ Shader location: sampler2d texture: albedo (same as/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_BRDF	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_BRDF              \/\/ Shader location: sampler2d texture: brdf$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_CUBEMAP	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_CUBEMAP,          \/\/ Shader location: samplerCube texture: cubemap$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_DIFFUSE	./include/rlgl.h	/^#define RL_SHADER_LOC_MAP_DIFFUSE /;"	d
+RL_SHADER_LOC_MAP_EMISSION	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_EMISSION,         \/\/ Shader location: sampler2d texture: emission$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_HEIGHT	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_HEIGHT,           \/\/ Shader location: sampler2d texture: height$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_IRRADIANCE	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_IRRADIANCE,       \/\/ Shader location: samplerCube texture: irradiance$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_METALNESS	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_METALNESS,        \/\/ Shader location: sampler2d texture: metalness (same/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_NORMAL	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_NORMAL,           \/\/ Shader location: sampler2d texture: normal$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_OCCLUSION	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_OCCLUSION,        \/\/ Shader location: sampler2d texture: occlusion$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_PREFILTER	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_PREFILTER,        \/\/ Shader location: samplerCube texture: prefilter$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_ROUGHNESS	./include/rlgl.h	/^    RL_SHADER_LOC_MAP_ROUGHNESS,        \/\/ Shader location: sampler2d texture: roughness$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MAP_SPECULAR	./include/rlgl.h	/^#define RL_SHADER_LOC_MAP_SPECULAR /;"	d
+RL_SHADER_LOC_MATRIX_MODEL	./include/rlgl.h	/^    RL_SHADER_LOC_MATRIX_MODEL,         \/\/ Shader location: matrix uniform: model (transform)$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MATRIX_MVP	./include/rlgl.h	/^    RL_SHADER_LOC_MATRIX_MVP,           \/\/ Shader location: matrix uniform: model-view-project/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MATRIX_NORMAL	./include/rlgl.h	/^    RL_SHADER_LOC_MATRIX_NORMAL,        \/\/ Shader location: matrix uniform: normal$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MATRIX_PROJECTION	./include/rlgl.h	/^    RL_SHADER_LOC_MATRIX_PROJECTION,    \/\/ Shader location: matrix uniform: projection$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_MATRIX_VIEW	./include/rlgl.h	/^    RL_SHADER_LOC_MATRIX_VIEW,          \/\/ Shader location: matrix uniform: view (camera trans/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_VECTOR_VIEW	./include/rlgl.h	/^    RL_SHADER_LOC_VECTOR_VIEW,          \/\/ Shader location: vector uniform: view$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_VERTEX_COLOR	./include/rlgl.h	/^    RL_SHADER_LOC_VERTEX_COLOR,         \/\/ Shader location: vertex attribute: color$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_VERTEX_NORMAL	./include/rlgl.h	/^    RL_SHADER_LOC_VERTEX_NORMAL,        \/\/ Shader location: vertex attribute: normal$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_VERTEX_POSITION	./include/rlgl.h	/^    RL_SHADER_LOC_VERTEX_POSITION = 0,  \/\/ Shader location: vertex attribute: position$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_VERTEX_TANGENT	./include/rlgl.h	/^    RL_SHADER_LOC_VERTEX_TANGENT,       \/\/ Shader location: vertex attribute: tangent$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_VERTEX_TEXCOORD01	./include/rlgl.h	/^    RL_SHADER_LOC_VERTEX_TEXCOORD01,    \/\/ Shader location: vertex attribute: texcoord01$/;"	e	enum:__anon460017dc0703
+RL_SHADER_LOC_VERTEX_TEXCOORD02	./include/rlgl.h	/^    RL_SHADER_LOC_VERTEX_TEXCOORD02,    \/\/ Shader location: vertex attribute: texcoord02$/;"	e	enum:__anon460017dc0703
+RL_SHADER_UNIFORM_FLOAT	./include/rlgl.h	/^    RL_SHADER_UNIFORM_FLOAT = 0,        \/\/ Shader uniform type: float$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_INT	./include/rlgl.h	/^    RL_SHADER_UNIFORM_INT,              \/\/ Shader uniform type: int$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_IVEC2	./include/rlgl.h	/^    RL_SHADER_UNIFORM_IVEC2,            \/\/ Shader uniform type: ivec2 (2 int)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_IVEC3	./include/rlgl.h	/^    RL_SHADER_UNIFORM_IVEC3,            \/\/ Shader uniform type: ivec3 (3 int)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_IVEC4	./include/rlgl.h	/^    RL_SHADER_UNIFORM_IVEC4,            \/\/ Shader uniform type: ivec4 (4 int)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_SAMPLER2D	./include/rlgl.h	/^    RL_SHADER_UNIFORM_SAMPLER2D         \/\/ Shader uniform type: sampler2d$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_UINT	./include/rlgl.h	/^    RL_SHADER_UNIFORM_UINT,             \/\/ Shader uniform type: unsigned int$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_UIVEC2	./include/rlgl.h	/^    RL_SHADER_UNIFORM_UIVEC2,           \/\/ Shader uniform type: uivec2 (2 unsigned int)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_UIVEC3	./include/rlgl.h	/^    RL_SHADER_UNIFORM_UIVEC3,           \/\/ Shader uniform type: uivec3 (3 unsigned int)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_UIVEC4	./include/rlgl.h	/^    RL_SHADER_UNIFORM_UIVEC4,           \/\/ Shader uniform type: uivec4 (4 unsigned int)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_VEC2	./include/rlgl.h	/^    RL_SHADER_UNIFORM_VEC2,             \/\/ Shader uniform type: vec2 (2 float)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_VEC3	./include/rlgl.h	/^    RL_SHADER_UNIFORM_VEC3,             \/\/ Shader uniform type: vec3 (3 float)$/;"	e	enum:__anon460017dc0803
+RL_SHADER_UNIFORM_VEC4	./include/rlgl.h	/^    RL_SHADER_UNIFORM_VEC4,             \/\/ Shader uniform type: vec4 (4 float)$/;"	e	enum:__anon460017dc0803
+RL_SRC_ALPHA	./include/rlgl.h	/^#define RL_SRC_ALPHA /;"	d
+RL_SRC_ALPHA_SATURATE	./include/rlgl.h	/^#define RL_SRC_ALPHA_SATURATE /;"	d
+RL_SRC_COLOR	./include/rlgl.h	/^#define RL_SRC_COLOR /;"	d
+RL_STATIC_COPY	./include/rlgl.h	/^#define RL_STATIC_COPY /;"	d
+RL_STATIC_DRAW	./include/rlgl.h	/^#define RL_STATIC_DRAW /;"	d
+RL_STATIC_READ	./include/rlgl.h	/^#define RL_STATIC_READ /;"	d
+RL_STREAM_COPY	./include/rlgl.h	/^#define RL_STREAM_COPY /;"	d
+RL_STREAM_DRAW	./include/rlgl.h	/^#define RL_STREAM_DRAW /;"	d
+RL_STREAM_READ	./include/rlgl.h	/^#define RL_STREAM_READ /;"	d
+RL_TEXTURE	./include/rlgl.h	/^#define RL_TEXTURE /;"	d
+RL_TEXTURE_FILTER_ANISOTROPIC	./include/rlgl.h	/^#define RL_TEXTURE_FILTER_ANISOTROPIC /;"	d
+RL_TEXTURE_FILTER_ANISOTROPIC_16X	./include/rlgl.h	/^    RL_TEXTURE_FILTER_ANISOTROPIC_16X,  \/\/ Anisotropic filtering 16x$/;"	e	enum:__anon460017dc0503
+RL_TEXTURE_FILTER_ANISOTROPIC_4X	./include/rlgl.h	/^    RL_TEXTURE_FILTER_ANISOTROPIC_4X,   \/\/ Anisotropic filtering 4x$/;"	e	enum:__anon460017dc0503
+RL_TEXTURE_FILTER_ANISOTROPIC_8X	./include/rlgl.h	/^    RL_TEXTURE_FILTER_ANISOTROPIC_8X,   \/\/ Anisotropic filtering 8x$/;"	e	enum:__anon460017dc0503
+RL_TEXTURE_FILTER_BILINEAR	./include/rlgl.h	/^    RL_TEXTURE_FILTER_BILINEAR,         \/\/ Linear filtering$/;"	e	enum:__anon460017dc0503
+RL_TEXTURE_FILTER_LINEAR	./include/rlgl.h	/^#define RL_TEXTURE_FILTER_LINEAR /;"	d
+RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST	./include/rlgl.h	/^#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST /;"	d
+RL_TEXTURE_FILTER_MIP_LINEAR	./include/rlgl.h	/^#define RL_TEXTURE_FILTER_MIP_LINEAR /;"	d
+RL_TEXTURE_FILTER_MIP_NEAREST	./include/rlgl.h	/^#define RL_TEXTURE_FILTER_MIP_NEAREST /;"	d
+RL_TEXTURE_FILTER_NEAREST	./include/rlgl.h	/^#define RL_TEXTURE_FILTER_NEAREST /;"	d
+RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR	./include/rlgl.h	/^#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR /;"	d
+RL_TEXTURE_FILTER_POINT	./include/rlgl.h	/^    RL_TEXTURE_FILTER_POINT = 0,        \/\/ No filter, just pixel approximation$/;"	e	enum:__anon460017dc0503
+RL_TEXTURE_FILTER_TRILINEAR	./include/rlgl.h	/^    RL_TEXTURE_FILTER_TRILINEAR,        \/\/ Trilinear filtering (linear with mipmaps)$/;"	e	enum:__anon460017dc0503
+RL_TEXTURE_MAG_FILTER	./include/rlgl.h	/^#define RL_TEXTURE_MAG_FILTER /;"	d
+RL_TEXTURE_MIN_FILTER	./include/rlgl.h	/^#define RL_TEXTURE_MIN_FILTER /;"	d
+RL_TEXTURE_MIPMAP_BIAS_RATIO	./include/rlgl.h	/^#define RL_TEXTURE_MIPMAP_BIAS_RATIO /;"	d
+RL_TEXTURE_WRAP_CLAMP	./include/rlgl.h	/^#define RL_TEXTURE_WRAP_CLAMP /;"	d
+RL_TEXTURE_WRAP_MIRROR_CLAMP	./include/rlgl.h	/^#define RL_TEXTURE_WRAP_MIRROR_CLAMP /;"	d
+RL_TEXTURE_WRAP_MIRROR_REPEAT	./include/rlgl.h	/^#define RL_TEXTURE_WRAP_MIRROR_REPEAT /;"	d
+RL_TEXTURE_WRAP_REPEAT	./include/rlgl.h	/^#define RL_TEXTURE_WRAP_REPEAT /;"	d
+RL_TEXTURE_WRAP_S	./include/rlgl.h	/^#define RL_TEXTURE_WRAP_S /;"	d
+RL_TEXTURE_WRAP_T	./include/rlgl.h	/^#define RL_TEXTURE_WRAP_T /;"	d
+RL_TRIANGLES	./include/rlgl.h	/^#define RL_TRIANGLES /;"	d
+RL_UNSIGNED_BYTE	./include/rlgl.h	/^#define RL_UNSIGNED_BYTE /;"	d
+RL_VECTOR2_TYPE	./include/raylib.h	/^#define RL_VECTOR2_TYPE$/;"	d
+RL_VECTOR2_TYPE	./include/raymath.h	/^#define RL_VECTOR2_TYPE$/;"	d
+RL_VECTOR3_TYPE	./include/raylib.h	/^#define RL_VECTOR3_TYPE$/;"	d
+RL_VECTOR3_TYPE	./include/raymath.h	/^#define RL_VECTOR3_TYPE$/;"	d
+RL_VECTOR4_TYPE	./include/raylib.h	/^#define RL_VECTOR4_TYPE$/;"	d
+RL_VECTOR4_TYPE	./include/raymath.h	/^#define RL_VECTOR4_TYPE$/;"	d
+RL_VERTEX_SHADER	./include/rlgl.h	/^#define RL_VERTEX_SHADER /;"	d
+RL_ZERO	./include/rlgl.h	/^#define RL_ZERO /;"	d
+RMAPI	./include/raymath.h	/^        #define RMAPI /;"	d
+RMAPI	./include/raymath.h	/^    #define RMAPI /;"	d
+Ray	./include/raylib.h	/^typedef struct Ray {$/;"	s
+Ray	./include/raylib.h	/^} Ray;$/;"	t	typeref:struct:Ray
+RayCollision	./include/raylib.h	/^typedef struct RayCollision {$/;"	s
+RayCollision	./include/raylib.h	/^} RayCollision;$/;"	t	typeref:struct:RayCollision
+Rectangle	./include/raylib.h	/^typedef struct Rectangle {$/;"	s
+Rectangle	./include/raylib.h	/^} Rectangle;$/;"	t	typeref:struct:Rectangle
+Remap	./include/raymath.h	/^RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float output/;"	f	typeref:typename:RMAPI float
+RenderTexture	./include/raylib.h	/^typedef struct RenderTexture {$/;"	s
+RenderTexture	./include/raylib.h	/^} RenderTexture;$/;"	t	typeref:struct:RenderTexture
+RenderTexture2D	./include/raylib.h	/^typedef RenderTexture RenderTexture2D;$/;"	t	typeref:typename:RenderTexture
+SHADER_ATTRIB_FLOAT	./include/raylib.h	/^    SHADER_ATTRIB_FLOAT = 0,        \/\/ Shader attribute type: float$/;"	e	enum:__anona1c2050e0c03
+SHADER_ATTRIB_VEC2	./include/raylib.h	/^    SHADER_ATTRIB_VEC2,             \/\/ Shader attribute type: vec2 (2 float)$/;"	e	enum:__anona1c2050e0c03
+SHADER_ATTRIB_VEC3	./include/raylib.h	/^    SHADER_ATTRIB_VEC3,             \/\/ Shader attribute type: vec3 (3 float)$/;"	e	enum:__anona1c2050e0c03
+SHADER_ATTRIB_VEC4	./include/raylib.h	/^    SHADER_ATTRIB_VEC4              \/\/ Shader attribute type: vec4 (4 float)$/;"	e	enum:__anona1c2050e0c03
+SHADER_LOC_BONE_MATRICES	./include/raylib.h	/^    SHADER_LOC_BONE_MATRICES        \/\/ Shader location: array of matrices uniform: boneMatrice/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_COLOR_AMBIENT	./include/raylib.h	/^    SHADER_LOC_COLOR_AMBIENT,       \/\/ Shader location: vector uniform: ambient color$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_COLOR_DIFFUSE	./include/raylib.h	/^    SHADER_LOC_COLOR_DIFFUSE,       \/\/ Shader location: vector uniform: diffuse color$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_COLOR_SPECULAR	./include/raylib.h	/^    SHADER_LOC_COLOR_SPECULAR,      \/\/ Shader location: vector uniform: specular color$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_ALBEDO	./include/raylib.h	/^    SHADER_LOC_MAP_ALBEDO,          \/\/ Shader location: sampler2d texture: albedo (same as: SH/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_BRDF	./include/raylib.h	/^    SHADER_LOC_MAP_BRDF,            \/\/ Shader location: sampler2d texture: brdf$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_CUBEMAP	./include/raylib.h	/^    SHADER_LOC_MAP_CUBEMAP,         \/\/ Shader location: samplerCube texture: cubemap$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_DIFFUSE	./include/raylib.h	/^#define SHADER_LOC_MAP_DIFFUSE /;"	d
+SHADER_LOC_MAP_EMISSION	./include/raylib.h	/^    SHADER_LOC_MAP_EMISSION,        \/\/ Shader location: sampler2d texture: emission$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_HEIGHT	./include/raylib.h	/^    SHADER_LOC_MAP_HEIGHT,          \/\/ Shader location: sampler2d texture: height$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_IRRADIANCE	./include/raylib.h	/^    SHADER_LOC_MAP_IRRADIANCE,      \/\/ Shader location: samplerCube texture: irradiance$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_METALNESS	./include/raylib.h	/^    SHADER_LOC_MAP_METALNESS,       \/\/ Shader location: sampler2d texture: metalness (same as:/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_NORMAL	./include/raylib.h	/^    SHADER_LOC_MAP_NORMAL,          \/\/ Shader location: sampler2d texture: normal$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_OCCLUSION	./include/raylib.h	/^    SHADER_LOC_MAP_OCCLUSION,       \/\/ Shader location: sampler2d texture: occlusion$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_PREFILTER	./include/raylib.h	/^    SHADER_LOC_MAP_PREFILTER,       \/\/ Shader location: samplerCube texture: prefilter$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_ROUGHNESS	./include/raylib.h	/^    SHADER_LOC_MAP_ROUGHNESS,       \/\/ Shader location: sampler2d texture: roughness$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MAP_SPECULAR	./include/raylib.h	/^#define SHADER_LOC_MAP_SPECULAR /;"	d
+SHADER_LOC_MATRIX_MODEL	./include/raylib.h	/^    SHADER_LOC_MATRIX_MODEL,        \/\/ Shader location: matrix uniform: model (transform)$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MATRIX_MVP	./include/raylib.h	/^    SHADER_LOC_MATRIX_MVP,          \/\/ Shader location: matrix uniform: model-view-projection$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MATRIX_NORMAL	./include/raylib.h	/^    SHADER_LOC_MATRIX_NORMAL,       \/\/ Shader location: matrix uniform: normal$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MATRIX_PROJECTION	./include/raylib.h	/^    SHADER_LOC_MATRIX_PROJECTION,   \/\/ Shader location: matrix uniform: projection$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_MATRIX_VIEW	./include/raylib.h	/^    SHADER_LOC_MATRIX_VIEW,         \/\/ Shader location: matrix uniform: view (camera transform/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VECTOR_VIEW	./include/raylib.h	/^    SHADER_LOC_VECTOR_VIEW,         \/\/ Shader location: vector uniform: view$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_BONEIDS	./include/raylib.h	/^    SHADER_LOC_VERTEX_BONEIDS,      \/\/ Shader location: vertex attribute: boneIds$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_BONEWEIGHTS	./include/raylib.h	/^    SHADER_LOC_VERTEX_BONEWEIGHTS,  \/\/ Shader location: vertex attribute: boneWeights$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_COLOR	./include/raylib.h	/^    SHADER_LOC_VERTEX_COLOR,        \/\/ Shader location: vertex attribute: color$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_NORMAL	./include/raylib.h	/^    SHADER_LOC_VERTEX_NORMAL,       \/\/ Shader location: vertex attribute: normal$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_POSITION	./include/raylib.h	/^    SHADER_LOC_VERTEX_POSITION = 0, \/\/ Shader location: vertex attribute: position$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_TANGENT	./include/raylib.h	/^    SHADER_LOC_VERTEX_TANGENT,      \/\/ Shader location: vertex attribute: tangent$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_TEXCOORD01	./include/raylib.h	/^    SHADER_LOC_VERTEX_TEXCOORD01,   \/\/ Shader location: vertex attribute: texcoord01$/;"	e	enum:__anona1c2050e0a03
+SHADER_LOC_VERTEX_TEXCOORD02	./include/raylib.h	/^    SHADER_LOC_VERTEX_TEXCOORD02,   \/\/ Shader location: vertex attribute: texcoord02$/;"	e	enum:__anona1c2050e0a03
+SHADER_UNIFORM_FLOAT	./include/raylib.h	/^    SHADER_UNIFORM_FLOAT = 0,       \/\/ Shader uniform type: float$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_INT	./include/raylib.h	/^    SHADER_UNIFORM_INT,             \/\/ Shader uniform type: int$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_IVEC2	./include/raylib.h	/^    SHADER_UNIFORM_IVEC2,           \/\/ Shader uniform type: ivec2 (2 int)$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_IVEC3	./include/raylib.h	/^    SHADER_UNIFORM_IVEC3,           \/\/ Shader uniform type: ivec3 (3 int)$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_IVEC4	./include/raylib.h	/^    SHADER_UNIFORM_IVEC4,           \/\/ Shader uniform type: ivec4 (4 int)$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_SAMPLER2D	./include/raylib.h	/^    SHADER_UNIFORM_SAMPLER2D        \/\/ Shader uniform type: sampler2d$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_VEC2	./include/raylib.h	/^    SHADER_UNIFORM_VEC2,            \/\/ Shader uniform type: vec2 (2 float)$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_VEC3	./include/raylib.h	/^    SHADER_UNIFORM_VEC3,            \/\/ Shader uniform type: vec3 (3 float)$/;"	e	enum:__anona1c2050e0b03
+SHADER_UNIFORM_VEC4	./include/raylib.h	/^    SHADER_UNIFORM_VEC4,            \/\/ Shader uniform type: vec4 (4 float)$/;"	e	enum:__anona1c2050e0b03
+SKYBLUE	./include/raylib.h	/^#define SKYBLUE /;"	d
+SaveFileDataCallback	./include/raylib.h	/^typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize);   \/\/ Fil/;"	t	typeref:typename:bool (*)(const char * fileName,void * data,int dataSize)
+SaveFileTextCallback	./include/raylib.h	/^typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); \/\/ FileIO: Save text d/;"	t	typeref:typename:bool (*)(const char * fileName,char * text)
+Shader	./include/raylib.h	/^typedef struct Shader {$/;"	s
+Shader	./include/raylib.h	/^} Shader;$/;"	t	typeref:struct:Shader
+ShaderAttributeDataType	./include/raylib.h	/^} ShaderAttributeDataType;$/;"	t	typeref:enum:__anona1c2050e0c03
+ShaderLocationIndex	./include/raylib.h	/^} ShaderLocationIndex;$/;"	t	typeref:enum:__anona1c2050e0a03
+ShaderUniformDataType	./include/raylib.h	/^} ShaderUniformDataType;$/;"	t	typeref:enum:__anona1c2050e0b03
+Sound	./include/raylib.h	/^typedef struct Sound {$/;"	s
+Sound	./include/raylib.h	/^} Sound;$/;"	t	typeref:struct:Sound
+State	./include/rlgl.h	/^    } State;            \/\/ Renderer state$/;"	m	struct:rlglData	typeref:struct:rlglData::__anon460017dc0d08
+TEXTURE_FILTER_ANISOTROPIC_16X	./include/raylib.h	/^    TEXTURE_FILTER_ANISOTROPIC_16X,         \/\/ Anisotropic filtering 16x$/;"	e	enum:__anona1c2050e0e03
+TEXTURE_FILTER_ANISOTROPIC_4X	./include/raylib.h	/^    TEXTURE_FILTER_ANISOTROPIC_4X,          \/\/ Anisotropic filtering 4x$/;"	e	enum:__anona1c2050e0e03
+TEXTURE_FILTER_ANISOTROPIC_8X	./include/raylib.h	/^    TEXTURE_FILTER_ANISOTROPIC_8X,          \/\/ Anisotropic filtering 8x$/;"	e	enum:__anona1c2050e0e03
+TEXTURE_FILTER_BILINEAR	./include/raylib.h	/^    TEXTURE_FILTER_BILINEAR,                \/\/ Linear filtering$/;"	e	enum:__anona1c2050e0e03
+TEXTURE_FILTER_POINT	./include/raylib.h	/^    TEXTURE_FILTER_POINT = 0,               \/\/ No filter, just pixel approximation$/;"	e	enum:__anona1c2050e0e03
+TEXTURE_FILTER_TRILINEAR	./include/raylib.h	/^    TEXTURE_FILTER_TRILINEAR,               \/\/ Trilinear filtering (linear with mipmaps)$/;"	e	enum:__anona1c2050e0e03
+TEXTURE_WRAP_CLAMP	./include/raylib.h	/^    TEXTURE_WRAP_CLAMP,                     \/\/ Clamps texture to edge pixel in tiled mode$/;"	e	enum:__anona1c2050e0f03
+TEXTURE_WRAP_MIRROR_CLAMP	./include/raylib.h	/^    TEXTURE_WRAP_MIRROR_CLAMP               \/\/ Mirrors and clamps to border the texture in til/;"	e	enum:__anona1c2050e0f03
+TEXTURE_WRAP_MIRROR_REPEAT	./include/raylib.h	/^    TEXTURE_WRAP_MIRROR_REPEAT,             \/\/ Mirrors and repeats the texture in tiled mode$/;"	e	enum:__anona1c2050e0f03
+TEXTURE_WRAP_REPEAT	./include/raylib.h	/^    TEXTURE_WRAP_REPEAT = 0,                \/\/ Repeats texture in tiled mode$/;"	e	enum:__anona1c2050e0f03
+TRACELOG	./include/rlgl.h	/^    #define TRACELOG(/;"	d
+TRACELOGD	./include/rlgl.h	/^    #define TRACELOGD(/;"	d
+Texture	./include/raylib.h	/^typedef struct Texture {$/;"	s
+Texture	./include/raylib.h	/^} Texture;$/;"	t	typeref:struct:Texture
+Texture2D	./include/raylib.h	/^typedef Texture Texture2D;$/;"	t	typeref:typename:Texture
+TextureCubemap	./include/raylib.h	/^typedef Texture TextureCubemap;$/;"	t	typeref:typename:Texture
+TextureFilter	./include/raylib.h	/^} TextureFilter;$/;"	t	typeref:enum:__anona1c2050e0e03
+TextureWrap	./include/raylib.h	/^} TextureWrap;$/;"	t	typeref:enum:__anona1c2050e0f03
+TraceLogCallback	./include/raylib.h	/^typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args);  \/\/ Logging: R/;"	t	typeref:typename:void (*)(int logLevel,const char * text,va_list args)
+TraceLogLevel	./include/raylib.h	/^} TraceLogLevel;$/;"	t	typeref:enum:__anona1c2050e0303
+Transform	./include/raylib.h	/^typedef struct Transform {$/;"	s
+Transform	./include/raylib.h	/^} Transform;$/;"	t	typeref:struct:Transform
+VIOLET	./include/raylib.h	/^#define VIOLET /;"	d
+Vector2	./include/raylib.h	/^typedef struct Vector2 {$/;"	s
+Vector2	./include/raylib.h	/^} Vector2;$/;"	t	typeref:struct:Vector2
+Vector2	./include/raymath.h	/^typedef struct Vector2 {$/;"	s
+Vector2	./include/raymath.h	/^} Vector2;$/;"	t	typeref:struct:Vector2
+Vector2Add	./include/raymath.h	/^RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2AddValue	./include/raymath.h	/^RMAPI Vector2 Vector2AddValue(Vector2 v, float add)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Angle	./include/raymath.h	/^RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI float
+Vector2Clamp	./include/raymath.h	/^RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2ClampValue	./include/raymath.h	/^RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Distance	./include/raymath.h	/^RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI float
+Vector2DistanceSqr	./include/raymath.h	/^RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI float
+Vector2Divide	./include/raymath.h	/^RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2DotProduct	./include/raymath.h	/^RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI float
+Vector2Equals	./include/raymath.h	/^RMAPI int Vector2Equals(Vector2 p, Vector2 q)$/;"	f	typeref:typename:RMAPI int
+Vector2Invert	./include/raymath.h	/^RMAPI Vector2 Vector2Invert(Vector2 v)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Length	./include/raymath.h	/^RMAPI float Vector2Length(Vector2 v)$/;"	f	typeref:typename:RMAPI float
+Vector2LengthSqr	./include/raymath.h	/^RMAPI float Vector2LengthSqr(Vector2 v)$/;"	f	typeref:typename:RMAPI float
+Vector2Lerp	./include/raymath.h	/^RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2LineAngle	./include/raymath.h	/^RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)$/;"	f	typeref:typename:RMAPI float
+Vector2Max	./include/raymath.h	/^RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Min	./include/raymath.h	/^RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2MoveTowards	./include/raymath.h	/^RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Multiply	./include/raymath.h	/^RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Negate	./include/raymath.h	/^RMAPI Vector2 Vector2Negate(Vector2 v)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Normalize	./include/raymath.h	/^RMAPI Vector2 Vector2Normalize(Vector2 v)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2One	./include/raymath.h	/^RMAPI Vector2 Vector2One(void)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Ones	./include/raymath.h	/^static constexpr Vector2 Vector2Ones = { 1, 1 };$/;"	v	typeref:typename:Vector2
+Vector2Reflect	./include/raymath.h	/^RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Refract	./include/raymath.h	/^RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Rotate	./include/raymath.h	/^RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Scale	./include/raymath.h	/^RMAPI Vector2 Vector2Scale(Vector2 v, float scale)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Subtract	./include/raymath.h	/^RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2SubtractValue	./include/raymath.h	/^RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Transform	./include/raymath.h	/^RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2UnitX	./include/raymath.h	/^static constexpr Vector2 Vector2UnitX = { 1, 0 };$/;"	v	typeref:typename:Vector2
+Vector2UnitY	./include/raymath.h	/^static constexpr Vector2 Vector2UnitY = { 0, 1 };$/;"	v	typeref:typename:Vector2
+Vector2Zero	./include/raymath.h	/^RMAPI Vector2 Vector2Zero(void)$/;"	f	typeref:typename:RMAPI Vector2
+Vector2Zeros	./include/raymath.h	/^static constexpr Vector2 Vector2Zeros = { 0, 0 };$/;"	v	typeref:typename:Vector2
+Vector3	./include/raylib.h	/^typedef struct Vector3 {$/;"	s
+Vector3	./include/raylib.h	/^} Vector3;$/;"	t	typeref:struct:Vector3
+Vector3	./include/raymath.h	/^typedef struct Vector3 {$/;"	s
+Vector3	./include/raymath.h	/^} Vector3;$/;"	t	typeref:struct:Vector3
+Vector3Add	./include/raymath.h	/^RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3AddValue	./include/raymath.h	/^RMAPI Vector3 Vector3AddValue(Vector3 v, float add)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Angle	./include/raymath.h	/^RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI float
+Vector3Barycenter	./include/raymath.h	/^RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Clamp	./include/raymath.h	/^RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3ClampValue	./include/raymath.h	/^RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3CrossProduct	./include/raymath.h	/^RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3CubicHermite	./include/raymath.h	/^RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, fl/;"	f	typeref:typename:RMAPI Vector3
+Vector3Distance	./include/raymath.h	/^RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI float
+Vector3DistanceSqr	./include/raymath.h	/^RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI float
+Vector3Divide	./include/raymath.h	/^RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3DotProduct	./include/raymath.h	/^RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI float
+Vector3Equals	./include/raymath.h	/^RMAPI int Vector3Equals(Vector3 p, Vector3 q)$/;"	f	typeref:typename:RMAPI int
+Vector3Invert	./include/raymath.h	/^RMAPI Vector3 Vector3Invert(Vector3 v)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Length	./include/raymath.h	/^RMAPI float Vector3Length(const Vector3 v)$/;"	f	typeref:typename:RMAPI float
+Vector3LengthSqr	./include/raymath.h	/^RMAPI float Vector3LengthSqr(const Vector3 v)$/;"	f	typeref:typename:RMAPI float
+Vector3Lerp	./include/raymath.h	/^RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Max	./include/raymath.h	/^RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Min	./include/raymath.h	/^RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3MoveTowards	./include/raymath.h	/^RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Multiply	./include/raymath.h	/^RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Negate	./include/raymath.h	/^RMAPI Vector3 Vector3Negate(Vector3 v)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Normalize	./include/raymath.h	/^RMAPI Vector3 Vector3Normalize(Vector3 v)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3One	./include/raymath.h	/^RMAPI Vector3 Vector3One(void)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Ones	./include/raymath.h	/^static constexpr Vector3 Vector3Ones = { 1, 1, 1 };$/;"	v	typeref:typename:Vector3
+Vector3OrthoNormalize	./include/raymath.h	/^RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)$/;"	f	typeref:typename:RMAPI void
+Vector3Perpendicular	./include/raymath.h	/^RMAPI Vector3 Vector3Perpendicular(Vector3 v)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Project	./include/raymath.h	/^RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Reflect	./include/raymath.h	/^RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Refract	./include/raymath.h	/^RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Reject	./include/raymath.h	/^RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3RotateByAxisAngle	./include/raymath.h	/^RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3RotateByQuaternion	./include/raymath.h	/^RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Scale	./include/raymath.h	/^RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Subtract	./include/raymath.h	/^RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3SubtractValue	./include/raymath.h	/^RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3ToFloat	./include/raymath.h	/^    #define Vector3ToFloat(vec) (Vector3ToFloatV/;"	d
+Vector3ToFloatV	./include/raymath.h	/^RMAPI float3 Vector3ToFloatV(Vector3 v)$/;"	f	typeref:typename:RMAPI float3
+Vector3Transform	./include/raymath.h	/^RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3UnitX	./include/raymath.h	/^static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };$/;"	v	typeref:typename:Vector3
+Vector3UnitY	./include/raymath.h	/^static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };$/;"	v	typeref:typename:Vector3
+Vector3UnitZ	./include/raymath.h	/^static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };$/;"	v	typeref:typename:Vector3
+Vector3Unproject	./include/raymath.h	/^RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Zero	./include/raymath.h	/^RMAPI Vector3 Vector3Zero(void)$/;"	f	typeref:typename:RMAPI Vector3
+Vector3Zeros	./include/raymath.h	/^static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };$/;"	v	typeref:typename:Vector3
+Vector4	./include/raylib.h	/^typedef struct Vector4 {$/;"	s
+Vector4	./include/raylib.h	/^} Vector4;$/;"	t	typeref:struct:Vector4
+Vector4	./include/raymath.h	/^typedef struct Vector4 {$/;"	s
+Vector4	./include/raymath.h	/^} Vector4;$/;"	t	typeref:struct:Vector4
+Vector4Add	./include/raymath.h	/^RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4AddValue	./include/raymath.h	/^RMAPI Vector4 Vector4AddValue(Vector4 v, float add)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Distance	./include/raymath.h	/^RMAPI float Vector4Distance(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI float
+Vector4DistanceSqr	./include/raymath.h	/^RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI float
+Vector4Divide	./include/raymath.h	/^RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4DotProduct	./include/raymath.h	/^RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI float
+Vector4Equals	./include/raymath.h	/^RMAPI int Vector4Equals(Vector4 p, Vector4 q)$/;"	f	typeref:typename:RMAPI int
+Vector4Invert	./include/raymath.h	/^RMAPI Vector4 Vector4Invert(Vector4 v)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Length	./include/raymath.h	/^RMAPI float Vector4Length(Vector4 v)$/;"	f	typeref:typename:RMAPI float
+Vector4LengthSqr	./include/raymath.h	/^RMAPI float Vector4LengthSqr(Vector4 v)$/;"	f	typeref:typename:RMAPI float
+Vector4Lerp	./include/raymath.h	/^RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Max	./include/raymath.h	/^RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Min	./include/raymath.h	/^RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4MoveTowards	./include/raymath.h	/^RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Multiply	./include/raymath.h	/^RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Negate	./include/raymath.h	/^RMAPI Vector4 Vector4Negate(Vector4 v)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Normalize	./include/raymath.h	/^RMAPI Vector4 Vector4Normalize(Vector4 v)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4One	./include/raymath.h	/^RMAPI Vector4 Vector4One(void)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Ones	./include/raymath.h	/^static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };$/;"	v	typeref:typename:Vector4
+Vector4Scale	./include/raymath.h	/^RMAPI Vector4 Vector4Scale(Vector4 v, float scale)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Subtract	./include/raymath.h	/^RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4SubtractValue	./include/raymath.h	/^RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4UnitW	./include/raymath.h	/^static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };$/;"	v	typeref:typename:Vector4
+Vector4UnitX	./include/raymath.h	/^static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };$/;"	v	typeref:typename:Vector4
+Vector4UnitY	./include/raymath.h	/^static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };$/;"	v	typeref:typename:Vector4
+Vector4UnitZ	./include/raymath.h	/^static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };$/;"	v	typeref:typename:Vector4
+Vector4Zero	./include/raymath.h	/^RMAPI Vector4 Vector4Zero(void)$/;"	f	typeref:typename:RMAPI Vector4
+Vector4Zeros	./include/raymath.h	/^static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };$/;"	v	typeref:typename:Vector4
+VrDeviceInfo	./include/raylib.h	/^typedef struct VrDeviceInfo {$/;"	s
+VrDeviceInfo	./include/raylib.h	/^} VrDeviceInfo;$/;"	t	typeref:struct:VrDeviceInfo
+VrStereoConfig	./include/raylib.h	/^typedef struct VrStereoConfig {$/;"	s
+VrStereoConfig	./include/raylib.h	/^} VrStereoConfig;$/;"	t	typeref:struct:VrStereoConfig
+WHITE	./include/raylib.h	/^#define WHITE /;"	d
+WINGDIAPI	./include/rlgl.h	/^            #define WINGDIAPI /;"	d
+Wave	./include/raylib.h	/^typedef struct Wave {$/;"	s
+Wave	./include/raylib.h	/^} Wave;$/;"	t	typeref:struct:Wave
+Wrap	./include/raymath.h	/^RMAPI float Wrap(float value, float min, float max)$/;"	f	typeref:typename:RMAPI float
+YELLOW	./include/raylib.h	/^#define YELLOW /;"	d
+__anon460017dc0103	./include/rlgl.h	/^typedef enum bool { false = 0, true = !false } bool;$/;"	g
+__anon460017dc0103	./include/rlgl.h	/^typedef enum bool { false = 0, true = !false } bool;$/;"	t	typeref:enum:bool
+__anon460017dc0203	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0303	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0403	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0503	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0603	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0703	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0803	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0903	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0a03	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0b03	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0c03	./include/rlgl.h	/^typedef enum {$/;"	g
+__anon460017dc0d08	./include/rlgl.h	/^    struct {$/;"	s	struct:rlglData
+__anon460017dc0e08	./include/rlgl.h	/^    struct {$/;"	s	struct:rlglData
+__anona1c2050e0103	./include/raylib.h	/^    typedef enum bool { false = 0, true = !false } bool;$/;"	g
+__anona1c2050e0103	./include/raylib.h	/^    typedef enum bool { false = 0, true = !false } bool;$/;"	t	typeref:enum:bool
+__anona1c2050e0203	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0303	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0403	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0503	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0603	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0703	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0803	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0903	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0a03	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0b03	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0c03	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0d03	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0e03	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e0f03	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e1003	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e1103	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e1203	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e1303	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e1403	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e1503	./include/raylib.h	/^typedef enum {$/;"	g
+__anona1c2050e1603	./include/raylib.h	/^typedef enum {$/;"	g
+__declspec	./include/raylib.h	/^        #define __declspec(/;"	d
+a	./include/raylib.h	/^    unsigned char a;        \/\/ Color alpha value$/;"	m	struct:Color	typeref:typename:unsigned char
+activeTextureId	./include/rlgl.h	/^        unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS];    \/\/ Active texture/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned int[]
+advanceX	./include/raylib.h	/^    int advanceX;           \/\/ Character advance position X$/;"	m	struct:GlyphInfo	typeref:typename:int
+animNormals	./include/raylib.h	/^    float *animNormals;     \/\/ Animated normals (after bones transformations)$/;"	m	struct:Mesh	typeref:typename:float *
+animVertices	./include/raylib.h	/^    float *animVertices;    \/\/ Animated vertex positions (after bones transformations)$/;"	m	struct:Mesh	typeref:typename:float *
+b	./include/raylib.h	/^    unsigned char b;        \/\/ Color blue value$/;"	m	struct:Color	typeref:typename:unsigned char
+baseSize	./include/raylib.h	/^    int baseSize;           \/\/ Base size (default chars height)$/;"	m	struct:Font	typeref:typename:int
+bindPose	./include/raylib.h	/^    Transform *bindPose;    \/\/ Bones base transformation (pose)$/;"	m	struct:Model	typeref:typename:Transform *
+boneCount	./include/raylib.h	/^    int boneCount;          \/\/ Number of bones$/;"	m	struct:Mesh	typeref:typename:int
+boneCount	./include/raylib.h	/^    int boneCount;          \/\/ Number of bones$/;"	m	struct:Model	typeref:typename:int
+boneCount	./include/raylib.h	/^    int boneCount;          \/\/ Number of bones$/;"	m	struct:ModelAnimation	typeref:typename:int
+boneIds	./include/raylib.h	/^    unsigned char *boneIds; \/\/ Vertex bone ids, max 255 bone ids, up to 4 bones influence by v/;"	m	struct:Mesh	typeref:typename:unsigned char *
+boneMatrices	./include/raylib.h	/^    Matrix *boneMatrices;   \/\/ Bones animated transformation matrices$/;"	m	struct:Mesh	typeref:typename:Matrix *
+boneWeights	./include/raylib.h	/^    float *boneWeights;     \/\/ Vertex bone weight, up to 4 bones influence by vertex (skinning/;"	m	struct:Mesh	typeref:typename:float *
+bones	./include/raylib.h	/^    BoneInfo *bones;        \/\/ Bones information (skeleton)$/;"	m	struct:Model	typeref:typename:BoneInfo *
+bones	./include/raylib.h	/^    BoneInfo *bones;        \/\/ Bones information (skeleton)$/;"	m	struct:ModelAnimation	typeref:typename:BoneInfo *
+bottom	./include/raylib.h	/^    int bottom;             \/\/ Bottom border offset$/;"	m	struct:NPatchInfo	typeref:typename:int
+buffer	./include/raylib.h	/^    rAudioBuffer *buffer;       \/\/ Pointer to internal data used by the audio system$/;"	m	struct:AudioStream	typeref:typename:rAudioBuffer *
+bufferCount	./include/rlgl.h	/^    int bufferCount;            \/\/ Number of vertex buffers (multi-buffering support)$/;"	m	struct:rlRenderBatch	typeref:typename:int
+capacity	./include/raylib.h	/^    unsigned int capacity;          \/\/ Events max entries (MAX_AUTOMATION_EVENTS)$/;"	m	struct:AutomationEventList	typeref:typename:unsigned int
+capacity	./include/raylib.h	/^    unsigned int capacity;          \/\/ Filepaths max entries$/;"	m	struct:FilePathList	typeref:typename:unsigned int
+channels	./include/raylib.h	/^    unsigned int channels;      \/\/ Number of channels (1-mono, 2-stereo, ...)$/;"	m	struct:AudioStream	typeref:typename:unsigned int
+channels	./include/raylib.h	/^    unsigned int channels;      \/\/ Number of channels (1-mono, 2-stereo, ...)$/;"	m	struct:Wave	typeref:typename:unsigned int
+chromaAbCorrection	./include/raylib.h	/^    float chromaAbCorrection[4];    \/\/ Chromatic aberration correction parameters$/;"	m	struct:VrDeviceInfo	typeref:typename:float[4]
+color	./include/raylib.h	/^    Color color;            \/\/ Material map color$/;"	m	struct:MaterialMap	typeref:typename:Color
+colora	./include/rlgl.h	/^        unsigned char colorr, colorg, colorb, colora;   \/\/ Current active color (added on glVe/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned char
+colorb	./include/rlgl.h	/^        unsigned char colorr, colorg, colorb, colora;   \/\/ Current active color (added on glVe/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned char
+colorg	./include/rlgl.h	/^        unsigned char colorr, colorg, colorb, colora;   \/\/ Current active color (added on glVe/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned char
+colorr	./include/rlgl.h	/^        unsigned char colorr, colorg, colorb, colora;   \/\/ Current active color (added on glVe/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned char
+colors	./include/raylib.h	/^    unsigned char *colors;      \/\/ Vertex colors (RGBA - 4 components per vertex) (shader-loca/;"	m	struct:Mesh	typeref:typename:unsigned char *
+colors	./include/rlgl.h	/^    unsigned char *colors;      \/\/ Vertex colors (RGBA - 4 components per vertex) (shader-loca/;"	m	struct:rlVertexBuffer	typeref:typename:unsigned char *
+computeShader	./include/rlgl.h	/^        bool computeShader;                 \/\/ Compute shaders support (GL_ARB_compute_shader)$/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+count	./include/raylib.h	/^    unsigned int count;             \/\/ Events entries count$/;"	m	struct:AutomationEventList	typeref:typename:unsigned int
+count	./include/raylib.h	/^    unsigned int count;             \/\/ Filepaths entries count$/;"	m	struct:FilePathList	typeref:typename:unsigned int
+ctxData	./include/raylib.h	/^    void *ctxData;              \/\/ Audio context data, depends on type$/;"	m	struct:Music	typeref:typename:void *
+ctxType	./include/raylib.h	/^    int ctxType;                \/\/ Type of music context (audio filetype)$/;"	m	struct:Music	typeref:typename:int
+currentBatch	./include/rlgl.h	/^    rlRenderBatch *currentBatch;            \/\/ Current render batch$/;"	m	struct:rlglData	typeref:typename:rlRenderBatch *
+currentBlendMode	./include/rlgl.h	/^        int currentBlendMode;               \/\/ Blending mode active$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+currentBuffer	./include/rlgl.h	/^    int currentBuffer;          \/\/ Current buffer tracking in case of multi-buffering$/;"	m	struct:rlRenderBatch	typeref:typename:int
+currentDepth	./include/rlgl.h	/^    float currentDepth;         \/\/ Current depth value for next draw$/;"	m	struct:rlRenderBatch	typeref:typename:float
+currentMatrix	./include/rlgl.h	/^        Matrix *currentMatrix;              \/\/ Current matrix pointer$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:Matrix *
+currentMatrixMode	./include/rlgl.h	/^        int currentMatrixMode;              \/\/ Current matrix mode$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+currentShaderId	./include/rlgl.h	/^        unsigned int currentShaderId;       \/\/ Current shader id to be used on rendering (by d/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned int
+currentShaderLocs	./include/rlgl.h	/^        int *currentShaderLocs;             \/\/ Current shader locations pointer to be used on /;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int *
+data	./include/raylib.h	/^    void *data;                 \/\/ Buffer data pointer$/;"	m	struct:Wave	typeref:typename:void *
+data	./include/raylib.h	/^    void *data;             \/\/ Image raw data$/;"	m	struct:Image	typeref:typename:void *
+defaultBatch	./include/rlgl.h	/^    rlRenderBatch defaultBatch;             \/\/ Default internal render batch$/;"	m	struct:rlglData	typeref:typename:rlRenderBatch
+defaultFShaderId	./include/rlgl.h	/^        unsigned int defaultFShaderId;      \/\/ Default fragment shader id (used by default sha/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned int
+defaultShaderId	./include/rlgl.h	/^        unsigned int defaultShaderId;       \/\/ Default shader program id, supports vertex colo/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned int
+defaultShaderLocs	./include/rlgl.h	/^        int *defaultShaderLocs;             \/\/ Default shader locations pointer to be used on /;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int *
+defaultTextureId	./include/rlgl.h	/^        unsigned int defaultTextureId;      \/\/ Default texture used on shapes\/poly drawing (r/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned int
+defaultVShaderId	./include/rlgl.h	/^        unsigned int defaultVShaderId;      \/\/ Default vertex shader id (used by default shade/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:unsigned int
+depth	./include/raylib.h	/^    Texture depth;          \/\/ Depth buffer attachment texture$/;"	m	struct:RenderTexture	typeref:typename:Texture
+direction	./include/raylib.h	/^    Vector3 direction;      \/\/ Ray direction (normalized)$/;"	m	struct:Ray	typeref:typename:Vector3
+distance	./include/raylib.h	/^    float distance;         \/\/ Distance to the nearest hit$/;"	m	struct:RayCollision	typeref:typename:float
+drawCounter	./include/rlgl.h	/^    int drawCounter;            \/\/ Draw calls counter$/;"	m	struct:rlRenderBatch	typeref:typename:int
+draws	./include/rlgl.h	/^    rlDrawCall *draws;          \/\/ Draw calls array, depends on textureId$/;"	m	struct:rlRenderBatch	typeref:typename:rlDrawCall *
+elementCount	./include/rlgl.h	/^    int elementCount;           \/\/ Number of elements in the buffer (QUADS)$/;"	m	struct:rlVertexBuffer	typeref:typename:int
+events	./include/raylib.h	/^    AutomationEvent *events;        \/\/ Events entries$/;"	m	struct:AutomationEventList	typeref:typename:AutomationEvent *
+eyeToScreenDistance	./include/raylib.h	/^    float eyeToScreenDistance;      \/\/ Distance between eye and display in meters$/;"	m	struct:VrDeviceInfo	typeref:typename:float
+float16	./include/raymath.h	/^typedef struct float16 {$/;"	s
+float16	./include/raymath.h	/^} float16;$/;"	t	typeref:struct:float16
+float3	./include/raymath.h	/^typedef struct float3 {$/;"	s
+float3	./include/raymath.h	/^} float3;$/;"	t	typeref:struct:float3
+format	./include/raylib.h	/^    int format;             \/\/ Data format (PixelFormat type)$/;"	m	struct:Image	typeref:typename:int
+format	./include/raylib.h	/^    int format;             \/\/ Data format (PixelFormat type)$/;"	m	struct:Texture	typeref:typename:int
+fovy	./include/raylib.h	/^    float fovy;             \/\/ Camera field-of-view aperture in Y (degrees) in perspective, us/;"	m	struct:Camera3D	typeref:typename:float
+frame	./include/raylib.h	/^    unsigned int frame;             \/\/ Event frame$/;"	m	struct:AutomationEvent	typeref:typename:unsigned int
+frameCount	./include/raylib.h	/^    int frameCount;         \/\/ Number of animation frames$/;"	m	struct:ModelAnimation	typeref:typename:int
+frameCount	./include/raylib.h	/^    unsigned int frameCount;    \/\/ Total number of frames (considering channels)$/;"	m	struct:Music	typeref:typename:unsigned int
+frameCount	./include/raylib.h	/^    unsigned int frameCount;    \/\/ Total number of frames (considering channels)$/;"	m	struct:Sound	typeref:typename:unsigned int
+frameCount	./include/raylib.h	/^    unsigned int frameCount;    \/\/ Total number of frames (considering channels)$/;"	m	struct:Wave	typeref:typename:unsigned int
+framePoses	./include/raylib.h	/^    Transform **framePoses; \/\/ Poses array by frame$/;"	m	struct:ModelAnimation	typeref:typename:Transform **
+framebufferHeight	./include/rlgl.h	/^        int framebufferHeight;              \/\/ Current framebuffer height$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+framebufferWidth	./include/rlgl.h	/^        int framebufferWidth;               \/\/ Current framebuffer width$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+g	./include/raylib.h	/^    unsigned char g;        \/\/ Color green value$/;"	m	struct:Color	typeref:typename:unsigned char
+glBindVertexArray	./include/rlgl.h	/^static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;$/;"	v	typeref:typename:PFNGLBINDVERTEXARRAYOESPROC
+glBlendDestFactorAlpha	./include/rlgl.h	/^        int glBlendDestFactorAlpha;         \/\/ Blending destination alpha factor$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendDestFactorRGB	./include/rlgl.h	/^        int glBlendDestFactorRGB;           \/\/ Blending destination RGB factor$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendDstFactor	./include/rlgl.h	/^        int glBlendDstFactor;               \/\/ Blending destination factor$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendEquation	./include/rlgl.h	/^        int glBlendEquation;                \/\/ Blending equation$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendEquationAlpha	./include/rlgl.h	/^        int glBlendEquationAlpha;           \/\/ Blending equation for alpha$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendEquationRGB	./include/rlgl.h	/^        int glBlendEquationRGB;             \/\/ Blending equation for RGB$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendSrcFactor	./include/rlgl.h	/^        int glBlendSrcFactor;               \/\/ Blending source factor$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendSrcFactorAlpha	./include/rlgl.h	/^        int glBlendSrcFactorAlpha;          \/\/ Blending source alpha factor$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glBlendSrcFactorRGB	./include/rlgl.h	/^        int glBlendSrcFactorRGB;            \/\/ Blending source RGB factor$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+glClearDepth	./include/rlgl.h	/^    #define glClearDepth                 glClearDepthf/;"	d
+glCustomBlendModeModified	./include/rlgl.h	/^        bool glCustomBlendModeModified;     \/\/ Custom blending factor and equation modificatio/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:bool
+glDeleteVertexArrays	./include/rlgl.h	/^static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;$/;"	v	typeref:typename:PFNGLDELETEVERTEXARRAYSOESPROC
+glDrawArraysInstanced	./include/rlgl.h	/^static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;$/;"	v	typeref:typename:PFNGLDRAWARRAYSINSTANCEDEXTPROC
+glDrawElementsInstanced	./include/rlgl.h	/^static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;$/;"	v	typeref:typename:PFNGLDRAWELEMENTSINSTANCEDEXTPROC
+glGenVertexArrays	./include/rlgl.h	/^static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;$/;"	v	typeref:typename:PFNGLGENVERTEXARRAYSOESPROC
+glVertexAttribDivisor	./include/rlgl.h	/^static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;$/;"	v	typeref:typename:PFNGLVERTEXATTRIBDIVISOREXTPROC
+glyphCount	./include/raylib.h	/^    int glyphCount;         \/\/ Number of glyph characters$/;"	m	struct:Font	typeref:typename:int
+glyphPadding	./include/raylib.h	/^    int glyphPadding;       \/\/ Padding around the glyph characters$/;"	m	struct:Font	typeref:typename:int
+glyphs	./include/raylib.h	/^    GlyphInfo *glyphs;      \/\/ Glyphs info data$/;"	m	struct:Font	typeref:typename:GlyphInfo *
+hResolution	./include/raylib.h	/^    int hResolution;                \/\/ Horizontal resolution in pixels$/;"	m	struct:VrDeviceInfo	typeref:typename:int
+hScreenSize	./include/raylib.h	/^    float hScreenSize;              \/\/ Horizontal size in meters$/;"	m	struct:VrDeviceInfo	typeref:typename:float
+height	./include/raylib.h	/^    float height;           \/\/ Rectangle height$/;"	m	struct:Rectangle	typeref:typename:float
+height	./include/raylib.h	/^    int height;             \/\/ Image base height$/;"	m	struct:Image	typeref:typename:int
+height	./include/raylib.h	/^    int height;             \/\/ Texture base height$/;"	m	struct:Texture	typeref:typename:int
+hit	./include/raylib.h	/^    bool hit;               \/\/ Did the ray hit something?$/;"	m	struct:RayCollision	typeref:typename:bool
+id	./include/raylib.h	/^    unsigned int id;        \/\/ OpenGL framebuffer object id$/;"	m	struct:RenderTexture	typeref:typename:unsigned int
+id	./include/raylib.h	/^    unsigned int id;        \/\/ OpenGL texture id$/;"	m	struct:Texture	typeref:typename:unsigned int
+id	./include/raylib.h	/^    unsigned int id;        \/\/ Shader program id$/;"	m	struct:Shader	typeref:typename:unsigned int
+image	./include/raylib.h	/^    Image image;            \/\/ Character image data$/;"	m	struct:GlyphInfo	typeref:typename:Image
+indices	./include/raylib.h	/^    unsigned short *indices;    \/\/ Vertex indices (in case vertex data comes indexed)$/;"	m	struct:Mesh	typeref:typename:unsigned short *
+indices	./include/rlgl.h	/^    unsigned int *indices;      \/\/ Vertex indices (in case vertex data comes indexed) (6 indic/;"	m	struct:rlVertexBuffer	typeref:typename:unsigned int *
+indices	./include/rlgl.h	/^    unsigned short *indices;    \/\/ Vertex indices (in case vertex data comes indexed) (6 indic/;"	m	struct:rlVertexBuffer	typeref:typename:unsigned short *
+instancing	./include/rlgl.h	/^        bool instancing;                    \/\/ Instancing supported (GL_ANGLE_instanced_arrays/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+interpupillaryDistance	./include/raylib.h	/^    float interpupillaryDistance;   \/\/ IPD (distance between pupils) in meters$/;"	m	struct:VrDeviceInfo	typeref:typename:float
+layout	./include/raylib.h	/^    int layout;             \/\/ Layout of the n-patch: 3x3, 1x3 or 3x1$/;"	m	struct:NPatchInfo	typeref:typename:int
+left	./include/raylib.h	/^    int left;               \/\/ Left border offset$/;"	m	struct:NPatchInfo	typeref:typename:int
+leftLensCenter	./include/raylib.h	/^    float leftLensCenter[2];        \/\/ VR left lens center$/;"	m	struct:VrStereoConfig	typeref:typename:float[2]
+leftScreenCenter	./include/raylib.h	/^    float leftScreenCenter[2];      \/\/ VR left screen center$/;"	m	struct:VrStereoConfig	typeref:typename:float[2]
+lensDistortionValues	./include/raylib.h	/^    float lensDistortionValues[4];  \/\/ Lens distortion constant parameters$/;"	m	struct:VrDeviceInfo	typeref:typename:float[4]
+lensSeparationDistance	./include/raylib.h	/^    float lensSeparationDistance;   \/\/ Lens separation distance in meters$/;"	m	struct:VrDeviceInfo	typeref:typename:float
+locs	./include/raylib.h	/^    int *locs;              \/\/ Shader locations array (RL_MAX_SHADER_LOCATIONS)$/;"	m	struct:Shader	typeref:typename:int *
+looping	./include/raylib.h	/^    bool looping;               \/\/ Music looping enable$/;"	m	struct:Music	typeref:typename:bool
+m0	./include/raylib.h	/^    float m0, m4, m8, m12;  \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m0	./include/raymath.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m0	./include/rlgl.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m1	./include/raylib.h	/^    float m1, m5, m9, m13;  \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m1	./include/raymath.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m1	./include/rlgl.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m10	./include/raylib.h	/^    float m2, m6, m10, m14; \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m10	./include/raymath.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m10	./include/rlgl.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m11	./include/raylib.h	/^    float m3, m7, m11, m15; \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m11	./include/raymath.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m11	./include/rlgl.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m12	./include/raylib.h	/^    float m0, m4, m8, m12;  \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m12	./include/raymath.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m12	./include/rlgl.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m13	./include/raylib.h	/^    float m1, m5, m9, m13;  \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m13	./include/raymath.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m13	./include/rlgl.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m14	./include/raylib.h	/^    float m2, m6, m10, m14; \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m14	./include/raymath.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m14	./include/rlgl.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m15	./include/raylib.h	/^    float m3, m7, m11, m15; \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m15	./include/raymath.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m15	./include/rlgl.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m2	./include/raylib.h	/^    float m2, m6, m10, m14; \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m2	./include/raymath.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m2	./include/rlgl.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m3	./include/raylib.h	/^    float m3, m7, m11, m15; \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m3	./include/raymath.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m3	./include/rlgl.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m4	./include/raylib.h	/^    float m0, m4, m8, m12;  \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m4	./include/raymath.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m4	./include/rlgl.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m5	./include/raylib.h	/^    float m1, m5, m9, m13;  \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m5	./include/raymath.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m5	./include/rlgl.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m6	./include/raylib.h	/^    float m2, m6, m10, m14; \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m6	./include/raymath.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m6	./include/rlgl.h	/^    float m2, m6, m10, m14;     \/\/ Matrix third row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m7	./include/raylib.h	/^    float m3, m7, m11, m15; \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m7	./include/raymath.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m7	./include/rlgl.h	/^    float m3, m7, m11, m15;     \/\/ Matrix fourth row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m8	./include/raylib.h	/^    float m0, m4, m8, m12;  \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m8	./include/raymath.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m8	./include/rlgl.h	/^    float m0, m4, m8, m12;      \/\/ Matrix first row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m9	./include/raylib.h	/^    float m1, m5, m9, m13;  \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m9	./include/raymath.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+m9	./include/rlgl.h	/^    float m1, m5, m9, m13;      \/\/ Matrix second row (4 components)$/;"	m	struct:Matrix	typeref:typename:float
+maps	./include/raylib.h	/^    MaterialMap *maps;      \/\/ Material maps array (MAX_MATERIAL_MAPS)$/;"	m	struct:Material	typeref:typename:MaterialMap *
+materialCount	./include/raylib.h	/^    int materialCount;      \/\/ Number of materials$/;"	m	struct:Model	typeref:typename:int
+materials	./include/raylib.h	/^    Material *materials;    \/\/ Materials array$/;"	m	struct:Model	typeref:typename:Material *
+max	./include/raylib.h	/^    Vector3 max;            \/\/ Maximum vertex box-corner$/;"	m	struct:BoundingBox	typeref:typename:Vector3
+maxAnisotropyLevel	./include/rlgl.h	/^        float maxAnisotropyLevel;           \/\/ Maximum anisotropy level supported (minimum is /;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:float
+maxDepthBits	./include/rlgl.h	/^        int maxDepthBits;                   \/\/ Maximum bits for depth component$/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:int
+meshCount	./include/raylib.h	/^    int meshCount;          \/\/ Number of meshes$/;"	m	struct:Model	typeref:typename:int
+meshMaterial	./include/raylib.h	/^    int *meshMaterial;      \/\/ Mesh material number$/;"	m	struct:Model	typeref:typename:int *
+meshes	./include/raylib.h	/^    Mesh *meshes;           \/\/ Meshes array$/;"	m	struct:Model	typeref:typename:Mesh *
+min	./include/raylib.h	/^    Vector3 min;            \/\/ Minimum vertex box-corner$/;"	m	struct:BoundingBox	typeref:typename:Vector3
+mipmaps	./include/raylib.h	/^    int mipmaps;            \/\/ Mipmap levels, 1 by default$/;"	m	struct:Image	typeref:typename:int
+mipmaps	./include/raylib.h	/^    int mipmaps;            \/\/ Mipmap levels, 1 by default$/;"	m	struct:Texture	typeref:typename:int
+mode	./include/rlgl.h	/^    int mode;                   \/\/ Drawing mode: LINES, TRIANGLES, QUADS$/;"	m	struct:rlDrawCall	typeref:typename:int
+modelview	./include/rlgl.h	/^        Matrix modelview;                   \/\/ Default modelview matrix$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:Matrix
+name	./include/raylib.h	/^    char name[32];          \/\/ Animation name$/;"	m	struct:ModelAnimation	typeref:typename:char[32]
+name	./include/raylib.h	/^    char name[32];          \/\/ Bone name$/;"	m	struct:BoneInfo	typeref:typename:char[32]
+normal	./include/raylib.h	/^    Vector3 normal;         \/\/ Surface normal of hit$/;"	m	struct:RayCollision	typeref:typename:Vector3
+normals	./include/raylib.h	/^    float *normals;         \/\/ Vertex normals (XYZ - 3 components per vertex) (shader-location/;"	m	struct:Mesh	typeref:typename:float *
+normals	./include/rlgl.h	/^    float *normals;             \/\/ Vertex normal (XYZ - 3 components per vertex) (shader-locat/;"	m	struct:rlVertexBuffer	typeref:typename:float *
+normalx	./include/rlgl.h	/^        float normalx, normaly, normalz;    \/\/ Current active normal (added on glVertex*())$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:float
+normaly	./include/rlgl.h	/^        float normalx, normaly, normalz;    \/\/ Current active normal (added on glVertex*())$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:float
+normalz	./include/rlgl.h	/^        float normalx, normaly, normalz;    \/\/ Current active normal (added on glVertex*())$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:float
+offset	./include/raylib.h	/^    Vector2 offset;         \/\/ Camera offset (displacement from target)$/;"	m	struct:Camera2D	typeref:typename:Vector2
+offsetX	./include/raylib.h	/^    int offsetX;            \/\/ Character offset X when drawing$/;"	m	struct:GlyphInfo	typeref:typename:int
+offsetY	./include/raylib.h	/^    int offsetY;            \/\/ Character offset Y when drawing$/;"	m	struct:GlyphInfo	typeref:typename:int
+operator !=	./include/raymath.h	/^inline bool operator != (const Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:bool
+operator !=	./include/raymath.h	/^inline bool operator != (const Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:bool
+operator !=	./include/raymath.h	/^inline bool operator != (const Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:bool
+operator *	./include/raymath.h	/^inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)$/;"	f	typeref:typename:Matrix
+operator *	./include/raymath.h	/^inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)$/;"	f	typeref:typename:Quaternion
+operator *	./include/raymath.h	/^inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)$/;"	f	typeref:typename:Vector2
+operator *	./include/raymath.h	/^inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:Vector2
+operator *	./include/raymath.h	/^inline Vector2 operator * (const Vector2& lhs, const float& rhs)$/;"	f	typeref:typename:Vector2
+operator *	./include/raymath.h	/^inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)$/;"	f	typeref:typename:Vector3
+operator *	./include/raymath.h	/^inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:Vector3
+operator *	./include/raymath.h	/^inline Vector3 operator * (const Vector3& lhs, const float& rhs)$/;"	f	typeref:typename:Vector3
+operator *	./include/raymath.h	/^inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:Vector4
+operator *	./include/raymath.h	/^inline Vector4 operator * (const Vector4& lhs, const float& rhs)$/;"	f	typeref:typename:Vector4
+operator *=	./include/raymath.h	/^inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)$/;"	f	typeref:typename:const Matrix &
+operator *=	./include/raymath.h	/^inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)$/;"	f	typeref:typename:const Quaternion &
+operator *=	./include/raymath.h	/^inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:const Vector2 &
+operator *=	./include/raymath.h	/^inline const Vector2& operator *= (Vector2& lhs, const float& rhs)$/;"	f	typeref:typename:const Vector2 &
+operator *=	./include/raymath.h	/^inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:const Vector3 &
+operator *=	./include/raymath.h	/^inline const Vector3& operator *= (Vector3& lhs, const float& rhs)$/;"	f	typeref:typename:const Vector3 &
+operator *=	./include/raymath.h	/^inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:const Vector4 &
+operator *=	./include/raymath.h	/^inline const Vector4& operator *= (Vector4& lhs, const float& rhs)$/;"	f	typeref:typename:const Vector4 &
+operator +	./include/raymath.h	/^inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)$/;"	f	typeref:typename:Matrix
+operator +	./include/raymath.h	/^inline Quaternion operator + (const Quaternion& lhs, const float& rhs)$/;"	f	typeref:typename:Quaternion
+operator +	./include/raymath.h	/^inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:Vector2
+operator +	./include/raymath.h	/^inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:Vector3
+operator +	./include/raymath.h	/^inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:Vector4
+operator +=	./include/raymath.h	/^inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)$/;"	f	typeref:typename:const Matrix &
+operator +=	./include/raymath.h	/^inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)$/;"	f	typeref:typename:const Quaternion &
+operator +=	./include/raymath.h	/^inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:const Vector2 &
+operator +=	./include/raymath.h	/^inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:const Vector3 &
+operator +=	./include/raymath.h	/^inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:const Vector4 &
+operator -	./include/raymath.h	/^inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)$/;"	f	typeref:typename:Matrix
+operator -	./include/raymath.h	/^inline Quaternion operator - (const Quaternion& lhs, const float& rhs)$/;"	f	typeref:typename:Quaternion
+operator -	./include/raymath.h	/^inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:Vector2
+operator -	./include/raymath.h	/^inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:Vector3
+operator -	./include/raymath.h	/^inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:Vector4
+operator -=	./include/raymath.h	/^inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)$/;"	f	typeref:typename:const Matrix &
+operator -=	./include/raymath.h	/^inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)$/;"	f	typeref:typename:const Quaternion &
+operator -=	./include/raymath.h	/^inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)$/;"	f	typeref:typename:const Vector2 &
+operator -=	./include/raymath.h	/^inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:const Vector2 &
+operator -=	./include/raymath.h	/^inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)$/;"	f	typeref:typename:const Vector3 &
+operator -=	./include/raymath.h	/^inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:const Vector3 &
+operator -=	./include/raymath.h	/^inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:const Vector4 &
+operator /	./include/raymath.h	/^inline Vector2 operator \/ (const Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:Vector2
+operator /	./include/raymath.h	/^inline Vector2 operator \/ (const Vector2& lhs, const float& rhs)$/;"	f	typeref:typename:Vector2
+operator /	./include/raymath.h	/^inline Vector3 operator \/ (const Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:Vector3
+operator /	./include/raymath.h	/^inline Vector3 operator \/ (const Vector3& lhs, const float& rhs)$/;"	f	typeref:typename:Vector3
+operator /	./include/raymath.h	/^inline Vector4 operator \/ (const Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:Vector4
+operator /	./include/raymath.h	/^inline Vector4 operator \/ (const Vector4& lhs, const float& rhs)$/;"	f	typeref:typename:Vector4
+operator /=	./include/raymath.h	/^inline const Vector2& operator \/= (Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:const Vector2 &
+operator /=	./include/raymath.h	/^inline const Vector2& operator \/= (Vector2& lhs, const float& rhs)$/;"	f	typeref:typename:const Vector2 &
+operator /=	./include/raymath.h	/^inline const Vector3& operator \/= (Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:const Vector3 &
+operator /=	./include/raymath.h	/^inline const Vector3& operator \/= (Vector3& lhs, const float& rhs)$/;"	f	typeref:typename:const Vector3 &
+operator /=	./include/raymath.h	/^inline const Vector4& operator \/= (Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:const Vector4 &
+operator /=	./include/raymath.h	/^inline const Vector4& operator \/= (Vector4& lhs, const float& rhs)$/;"	f	typeref:typename:const Vector4 &
+operator ==	./include/raymath.h	/^inline bool operator == (const Vector2& lhs, const Vector2& rhs)$/;"	f	typeref:typename:bool
+operator ==	./include/raymath.h	/^inline bool operator == (const Vector3& lhs, const Vector3& rhs)$/;"	f	typeref:typename:bool
+operator ==	./include/raymath.h	/^inline bool operator == (const Vector4& lhs, const Vector4& rhs)$/;"	f	typeref:typename:bool
+params	./include/raylib.h	/^    float params[4];        \/\/ Material generic parameters (if required)$/;"	m	struct:Material	typeref:typename:float[4]
+params	./include/raylib.h	/^    int params[4];                  \/\/ Event parameters (if required)$/;"	m	struct:AutomationEvent	typeref:typename:int[4]
+parent	./include/raylib.h	/^    int parent;             \/\/ Bone parent$/;"	m	struct:BoneInfo	typeref:typename:int
+paths	./include/raylib.h	/^    char **paths;                   \/\/ Filepaths entries$/;"	m	struct:FilePathList	typeref:typename:char **
+point	./include/raylib.h	/^    Vector3 point;          \/\/ Point of the nearest hit$/;"	m	struct:RayCollision	typeref:typename:Vector3
+position	./include/raylib.h	/^    Vector3 position;       \/\/ Camera position$/;"	m	struct:Camera3D	typeref:typename:Vector3
+position	./include/raylib.h	/^    Vector3 position;       \/\/ Ray position (origin)$/;"	m	struct:Ray	typeref:typename:Vector3
+processor	./include/raylib.h	/^    rAudioProcessor *processor; \/\/ Pointer to internal data processor, useful for audio effect/;"	m	struct:AudioStream	typeref:typename:rAudioProcessor *
+projection	./include/raylib.h	/^    Matrix projection[2];           \/\/ VR projection matrices (per eye)$/;"	m	struct:VrStereoConfig	typeref:typename:Matrix[2]
+projection	./include/raylib.h	/^    int projection;         \/\/ Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC$/;"	m	struct:Camera3D	typeref:typename:int
+projection	./include/rlgl.h	/^        Matrix projection;                  \/\/ Default projection matrix$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:Matrix
+projectionStereo	./include/rlgl.h	/^        Matrix projectionStereo[2];         \/\/ VR stereo rendering eyes projection matrices$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:Matrix[2]
+r	./include/raylib.h	/^    unsigned char r;        \/\/ Color red value$/;"	m	struct:Color	typeref:typename:unsigned char
+rAudioBuffer	./include/raylib.h	/^typedef struct rAudioBuffer rAudioBuffer;$/;"	t	typeref:struct:rAudioBuffer
+rAudioProcessor	./include/raylib.h	/^typedef struct rAudioProcessor rAudioProcessor;$/;"	t	typeref:struct:rAudioProcessor
+recs	./include/raylib.h	/^    Rectangle *recs;        \/\/ Rectangles in texture for the glyphs$/;"	m	struct:Font	typeref:typename:Rectangle *
+right	./include/raylib.h	/^    int right;              \/\/ Right border offset$/;"	m	struct:NPatchInfo	typeref:typename:int
+rightLensCenter	./include/raylib.h	/^    float rightLensCenter[2];       \/\/ VR right lens center$/;"	m	struct:VrStereoConfig	typeref:typename:float[2]
+rightScreenCenter	./include/raylib.h	/^    float rightScreenCenter[2];     \/\/ VR right screen center$/;"	m	struct:VrStereoConfig	typeref:typename:float[2]
+rlActiveDrawBuffers	./include/rlgl.h	/^void rlActiveDrawBuffers(int count)$/;"	f	typeref:typename:void
+rlActiveTextureSlot	./include/rlgl.h	/^void rlActiveTextureSlot(int slot)$/;"	f	typeref:typename:void
+rlBegin	./include/rlgl.h	/^void rlBegin(int mode)$/;"	f	typeref:typename:void
+rlBindFramebuffer	./include/rlgl.h	/^void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)$/;"	f	typeref:typename:void
+rlBindImageTexture	./include/rlgl.h	/^void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)$/;"	f	typeref:typename:void
+rlBindShaderBuffer	./include/rlgl.h	/^void rlBindShaderBuffer(unsigned int id, unsigned int index)$/;"	f	typeref:typename:void
+rlBlendMode	./include/rlgl.h	/^} rlBlendMode;$/;"	t	typeref:enum:__anon460017dc0603
+rlBlitFramebuffer	./include/rlgl.h	/^void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int /;"	f	typeref:typename:void
+rlCheckErrors	./include/rlgl.h	/^void rlCheckErrors(void)$/;"	f	typeref:typename:void
+rlCheckRenderBatchLimit	./include/rlgl.h	/^bool rlCheckRenderBatchLimit(int vCount)$/;"	f	typeref:typename:bool
+rlClearColor	./include/rlgl.h	/^void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)$/;"	f	typeref:typename:void
+rlClearScreenBuffers	./include/rlgl.h	/^void rlClearScreenBuffers(void)$/;"	f	typeref:typename:void
+rlColor3f	./include/rlgl.h	/^void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }$/;"	f	typeref:typename:void
+rlColor3f	./include/rlgl.h	/^void rlColor3f(float x, float y, float z)$/;"	f	typeref:typename:void
+rlColor4f	./include/rlgl.h	/^void rlColor4f(float r, float g, float b, float a)$/;"	f	typeref:typename:void
+rlColor4f	./include/rlgl.h	/^void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }$/;"	f	typeref:typename:void
+rlColor4ub	./include/rlgl.h	/^void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub/;"	f	typeref:typename:void
+rlColor4ub	./include/rlgl.h	/^void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)$/;"	f	typeref:typename:void
+rlColorMask	./include/rlgl.h	/^void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }$/;"	f	typeref:typename:void
+rlCompileShader	./include/rlgl.h	/^unsigned int rlCompileShader(const char *shaderCode, int type)$/;"	f	typeref:typename:unsigned int
+rlComputeShaderDispatch	./include/rlgl.h	/^void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)$/;"	f	typeref:typename:void
+rlCopyShaderBuffer	./include/rlgl.h	/^void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsign/;"	f	typeref:typename:void
+rlCubemapParameters	./include/rlgl.h	/^void rlCubemapParameters(unsigned int id, int param, int value)$/;"	f	typeref:typename:void
+rlCullDistanceFar	./include/rlgl.h	/^static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;$/;"	v	typeref:typename:double
+rlCullDistanceNear	./include/rlgl.h	/^static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;$/;"	v	typeref:typename:double
+rlCullMode	./include/rlgl.h	/^} rlCullMode;$/;"	t	typeref:enum:__anon460017dc0c03
+rlDebugMessageCallback	./include/rlgl.h	/^static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum seve/;"	f	typeref:typename:void GLAPIENTRY
+rlDisableBackfaceCulling	./include/rlgl.h	/^void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }$/;"	f	typeref:typename:void
+rlDisableColorBlend	./include/rlgl.h	/^void rlDisableColorBlend(void) { glDisable(GL_BLEND); }$/;"	f	typeref:typename:void
+rlDisableDepthMask	./include/rlgl.h	/^void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }$/;"	f	typeref:typename:void
+rlDisableDepthTest	./include/rlgl.h	/^void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }$/;"	f	typeref:typename:void
+rlDisableFramebuffer	./include/rlgl.h	/^void rlDisableFramebuffer(void)$/;"	f	typeref:typename:void
+rlDisableScissorTest	./include/rlgl.h	/^void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }$/;"	f	typeref:typename:void
+rlDisableShader	./include/rlgl.h	/^void rlDisableShader(void)$/;"	f	typeref:typename:void
+rlDisableSmoothLines	./include/rlgl.h	/^void rlDisableSmoothLines(void)$/;"	f	typeref:typename:void
+rlDisableStatePointer	./include/rlgl.h	/^void rlDisableStatePointer(int vertexAttribType)$/;"	f	typeref:typename:void
+rlDisableStereoRender	./include/rlgl.h	/^void rlDisableStereoRender(void)$/;"	f	typeref:typename:void
+rlDisableTexture	./include/rlgl.h	/^void rlDisableTexture(void)$/;"	f	typeref:typename:void
+rlDisableTextureCubemap	./include/rlgl.h	/^void rlDisableTextureCubemap(void)$/;"	f	typeref:typename:void
+rlDisableVertexArray	./include/rlgl.h	/^void rlDisableVertexArray(void)$/;"	f	typeref:typename:void
+rlDisableVertexAttribute	./include/rlgl.h	/^void rlDisableVertexAttribute(unsigned int index)$/;"	f	typeref:typename:void
+rlDisableVertexBuffer	./include/rlgl.h	/^void rlDisableVertexBuffer(void)$/;"	f	typeref:typename:void
+rlDisableVertexBufferElement	./include/rlgl.h	/^void rlDisableVertexBufferElement(void)$/;"	f	typeref:typename:void
+rlDisableWireMode	./include/rlgl.h	/^void rlDisableWireMode(void)$/;"	f	typeref:typename:void
+rlDrawCall	./include/rlgl.h	/^typedef struct rlDrawCall {$/;"	s
+rlDrawCall	./include/rlgl.h	/^} rlDrawCall;$/;"	t	typeref:struct:rlDrawCall
+rlDrawRenderBatch	./include/rlgl.h	/^void rlDrawRenderBatch(rlRenderBatch *batch)$/;"	f	typeref:typename:void
+rlDrawRenderBatchActive	./include/rlgl.h	/^void rlDrawRenderBatchActive(void)$/;"	f	typeref:typename:void
+rlDrawVertexArray	./include/rlgl.h	/^void rlDrawVertexArray(int offset, int count)$/;"	f	typeref:typename:void
+rlDrawVertexArrayElements	./include/rlgl.h	/^void rlDrawVertexArrayElements(int offset, int count, const void *buffer)$/;"	f	typeref:typename:void
+rlDrawVertexArrayElementsInstanced	./include/rlgl.h	/^void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances/;"	f	typeref:typename:void
+rlDrawVertexArrayInstanced	./include/rlgl.h	/^void rlDrawVertexArrayInstanced(int offset, int count, int instances)$/;"	f	typeref:typename:void
+rlEnableBackfaceCulling	./include/rlgl.h	/^void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }$/;"	f	typeref:typename:void
+rlEnableColorBlend	./include/rlgl.h	/^void rlEnableColorBlend(void) { glEnable(GL_BLEND); }$/;"	f	typeref:typename:void
+rlEnableDepthMask	./include/rlgl.h	/^void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }$/;"	f	typeref:typename:void
+rlEnableDepthTest	./include/rlgl.h	/^void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }$/;"	f	typeref:typename:void
+rlEnableFramebuffer	./include/rlgl.h	/^void rlEnableFramebuffer(unsigned int id)$/;"	f	typeref:typename:void
+rlEnablePointMode	./include/rlgl.h	/^void rlEnablePointMode(void)$/;"	f	typeref:typename:void
+rlEnableScissorTest	./include/rlgl.h	/^void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }$/;"	f	typeref:typename:void
+rlEnableShader	./include/rlgl.h	/^void rlEnableShader(unsigned int id)$/;"	f	typeref:typename:void
+rlEnableSmoothLines	./include/rlgl.h	/^void rlEnableSmoothLines(void)$/;"	f	typeref:typename:void
+rlEnableStatePointer	./include/rlgl.h	/^void rlEnableStatePointer(int vertexAttribType, void *buffer)$/;"	f	typeref:typename:void
+rlEnableStereoRender	./include/rlgl.h	/^void rlEnableStereoRender(void)$/;"	f	typeref:typename:void
+rlEnableTexture	./include/rlgl.h	/^void rlEnableTexture(unsigned int id)$/;"	f	typeref:typename:void
+rlEnableTextureCubemap	./include/rlgl.h	/^void rlEnableTextureCubemap(unsigned int id)$/;"	f	typeref:typename:void
+rlEnableVertexArray	./include/rlgl.h	/^bool rlEnableVertexArray(unsigned int vaoId)$/;"	f	typeref:typename:bool
+rlEnableVertexAttribute	./include/rlgl.h	/^void rlEnableVertexAttribute(unsigned int index)$/;"	f	typeref:typename:void
+rlEnableVertexBuffer	./include/rlgl.h	/^void rlEnableVertexBuffer(unsigned int id)$/;"	f	typeref:typename:void
+rlEnableVertexBufferElement	./include/rlgl.h	/^void rlEnableVertexBufferElement(unsigned int id)$/;"	f	typeref:typename:void
+rlEnableWireMode	./include/rlgl.h	/^void rlEnableWireMode(void)$/;"	f	typeref:typename:void
+rlEnd	./include/rlgl.h	/^void rlEnd(void) { glEnd(); }$/;"	f	typeref:typename:void
+rlEnd	./include/rlgl.h	/^void rlEnd(void)$/;"	f	typeref:typename:void
+rlFramebufferAttach	./include/rlgl.h	/^void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, in/;"	f	typeref:typename:void
+rlFramebufferAttachTextureType	./include/rlgl.h	/^} rlFramebufferAttachTextureType;$/;"	t	typeref:enum:__anon460017dc0b03
+rlFramebufferAttachType	./include/rlgl.h	/^} rlFramebufferAttachType;$/;"	t	typeref:enum:__anon460017dc0a03
+rlFramebufferComplete	./include/rlgl.h	/^bool rlFramebufferComplete(unsigned int id)$/;"	f	typeref:typename:bool
+rlFrustum	./include/rlgl.h	/^void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)$/;"	f	typeref:typename:void
+rlGenTextureMipmaps	./include/rlgl.h	/^void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)$/;"	f	typeref:typename:void
+rlGetActiveFramebuffer	./include/rlgl.h	/^unsigned int rlGetActiveFramebuffer(void)$/;"	f	typeref:typename:unsigned int
+rlGetCompressedFormatName	./include/rlgl.h	/^static const char *rlGetCompressedFormatName(int format)$/;"	f	typeref:typename:const char *
+rlGetCullDistanceFar	./include/rlgl.h	/^double rlGetCullDistanceFar(void)$/;"	f	typeref:typename:double
+rlGetCullDistanceNear	./include/rlgl.h	/^double rlGetCullDistanceNear(void)$/;"	f	typeref:typename:double
+rlGetFramebufferHeight	./include/rlgl.h	/^int rlGetFramebufferHeight(void)$/;"	f	typeref:typename:int
+rlGetFramebufferWidth	./include/rlgl.h	/^int rlGetFramebufferWidth(void)$/;"	f	typeref:typename:int
+rlGetGlTextureFormats	./include/rlgl.h	/^void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, u/;"	f	typeref:typename:void
+rlGetLineWidth	./include/rlgl.h	/^float rlGetLineWidth(void)$/;"	f	typeref:typename:float
+rlGetLocationAttrib	./include/rlgl.h	/^int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)$/;"	f	typeref:typename:int
+rlGetLocationUniform	./include/rlgl.h	/^int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)$/;"	f	typeref:typename:int
+rlGetMatrixModelview	./include/rlgl.h	/^Matrix rlGetMatrixModelview(void)$/;"	f	typeref:typename:Matrix
+rlGetMatrixProjection	./include/rlgl.h	/^Matrix rlGetMatrixProjection(void)$/;"	f	typeref:typename:Matrix
+rlGetMatrixProjectionStereo	./include/rlgl.h	/^Matrix rlGetMatrixProjectionStereo(int eye)$/;"	f	typeref:typename:Matrix
+rlGetMatrixTransform	./include/rlgl.h	/^Matrix rlGetMatrixTransform(void)$/;"	f	typeref:typename:Matrix
+rlGetMatrixViewOffsetStereo	./include/rlgl.h	/^Matrix rlGetMatrixViewOffsetStereo(int eye)$/;"	f	typeref:typename:Matrix
+rlGetPixelDataSize	./include/rlgl.h	/^static int rlGetPixelDataSize(int width, int height, int format)$/;"	f	typeref:typename:int
+rlGetPixelFormatName	./include/rlgl.h	/^const char *rlGetPixelFormatName(unsigned int format)$/;"	f	typeref:typename:const char *
+rlGetShaderBufferSize	./include/rlgl.h	/^unsigned int rlGetShaderBufferSize(unsigned int id)$/;"	f	typeref:typename:unsigned int
+rlGetShaderIdDefault	./include/rlgl.h	/^unsigned int rlGetShaderIdDefault(void)$/;"	f	typeref:typename:unsigned int
+rlGetShaderLocsDefault	./include/rlgl.h	/^int *rlGetShaderLocsDefault(void)$/;"	f	typeref:typename:int *
+rlGetTextureIdDefault	./include/rlgl.h	/^unsigned int rlGetTextureIdDefault(void)$/;"	f	typeref:typename:unsigned int
+rlGetVersion	./include/rlgl.h	/^int rlGetVersion(void)$/;"	f	typeref:typename:int
+rlGlVersion	./include/rlgl.h	/^} rlGlVersion;$/;"	t	typeref:enum:__anon460017dc0203
+rlIsStereoRenderEnabled	./include/rlgl.h	/^bool rlIsStereoRenderEnabled(void)$/;"	f	typeref:typename:bool
+rlLoadComputeShaderProgram	./include/rlgl.h	/^unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)$/;"	f	typeref:typename:unsigned int
+rlLoadDrawCube	./include/rlgl.h	/^void rlLoadDrawCube(void)$/;"	f	typeref:typename:void
+rlLoadDrawQuad	./include/rlgl.h	/^void rlLoadDrawQuad(void)$/;"	f	typeref:typename:void
+rlLoadExtensions	./include/rlgl.h	/^void rlLoadExtensions(void *loader)$/;"	f	typeref:typename:void
+rlLoadFramebuffer	./include/rlgl.h	/^unsigned int rlLoadFramebuffer(void)$/;"	f	typeref:typename:unsigned int
+rlLoadIdentity	./include/rlgl.h	/^void rlLoadIdentity(void) { glLoadIdentity(); }$/;"	f	typeref:typename:void
+rlLoadIdentity	./include/rlgl.h	/^void rlLoadIdentity(void)$/;"	f	typeref:typename:void
+rlLoadRenderBatch	./include/rlgl.h	/^rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)$/;"	f	typeref:typename:rlRenderBatch
+rlLoadShaderBuffer	./include/rlgl.h	/^unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)$/;"	f	typeref:typename:unsigned int
+rlLoadShaderCode	./include/rlgl.h	/^unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)$/;"	f	typeref:typename:unsigned int
+rlLoadShaderDefault	./include/rlgl.h	/^static void rlLoadShaderDefault(void)$/;"	f	typeref:typename:void
+rlLoadShaderProgram	./include/rlgl.h	/^unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)$/;"	f	typeref:typename:unsigned int
+rlLoadTexture	./include/rlgl.h	/^unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)$/;"	f	typeref:typename:unsigned int
+rlLoadTextureCubemap	./include/rlgl.h	/^unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)$/;"	f	typeref:typename:unsigned int
+rlLoadTextureDepth	./include/rlgl.h	/^unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)$/;"	f	typeref:typename:unsigned int
+rlLoadVertexArray	./include/rlgl.h	/^unsigned int rlLoadVertexArray(void)$/;"	f	typeref:typename:unsigned int
+rlLoadVertexBuffer	./include/rlgl.h	/^unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)$/;"	f	typeref:typename:unsigned int
+rlLoadVertexBufferElement	./include/rlgl.h	/^unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)$/;"	f	typeref:typename:unsigned int
+rlMatrixIdentity	./include/rlgl.h	/^static Matrix rlMatrixIdentity(void)$/;"	f	typeref:typename:Matrix
+rlMatrixInvert	./include/rlgl.h	/^static Matrix rlMatrixInvert(Matrix mat)$/;"	f	typeref:typename:Matrix
+rlMatrixMode	./include/rlgl.h	/^void rlMatrixMode(int mode)$/;"	f	typeref:typename:void
+rlMatrixMultiply	./include/rlgl.h	/^static Matrix rlMatrixMultiply(Matrix left, Matrix right)$/;"	f	typeref:typename:Matrix
+rlMatrixToFloat	./include/rlgl.h	/^#define rlMatrixToFloat(mat) (rlMatrixToFloatV/;"	d
+rlMatrixToFloatV	./include/rlgl.h	/^static rl_float16 rlMatrixToFloatV(Matrix mat)$/;"	f	typeref:typename:rl_float16
+rlMatrixTranspose	./include/rlgl.h	/^static Matrix rlMatrixTranspose(Matrix mat)$/;"	f	typeref:typename:Matrix
+rlMultMatrixf	./include/rlgl.h	/^void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }$/;"	f	typeref:typename:void
+rlMultMatrixf	./include/rlgl.h	/^void rlMultMatrixf(const float *matf)$/;"	f	typeref:typename:void
+rlNormal3f	./include/rlgl.h	/^void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }$/;"	f	typeref:typename:void
+rlNormal3f	./include/rlgl.h	/^void rlNormal3f(float x, float y, float z)$/;"	f	typeref:typename:void
+rlOrtho	./include/rlgl.h	/^void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)$/;"	f	typeref:typename:void
+rlPixelFormat	./include/rlgl.h	/^} rlPixelFormat;$/;"	t	typeref:enum:__anon460017dc0403
+rlPopMatrix	./include/rlgl.h	/^void rlPopMatrix(void) { glPopMatrix(); }$/;"	f	typeref:typename:void
+rlPopMatrix	./include/rlgl.h	/^void rlPopMatrix(void)$/;"	f	typeref:typename:void
+rlPushMatrix	./include/rlgl.h	/^void rlPushMatrix(void) { glPushMatrix(); }$/;"	f	typeref:typename:void
+rlPushMatrix	./include/rlgl.h	/^void rlPushMatrix(void)$/;"	f	typeref:typename:void
+rlReadScreenPixels	./include/rlgl.h	/^unsigned char *rlReadScreenPixels(int width, int height)$/;"	f	typeref:typename:unsigned char *
+rlReadShaderBuffer	./include/rlgl.h	/^void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)$/;"	f	typeref:typename:void
+rlReadTexturePixels	./include/rlgl.h	/^void *rlReadTexturePixels(unsigned int id, int width, int height, int format)$/;"	f	typeref:typename:void *
+rlRenderBatch	./include/rlgl.h	/^typedef struct rlRenderBatch {$/;"	s
+rlRenderBatch	./include/rlgl.h	/^} rlRenderBatch;$/;"	t	typeref:struct:rlRenderBatch
+rlRotatef	./include/rlgl.h	/^void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }$/;"	f	typeref:typename:void
+rlRotatef	./include/rlgl.h	/^void rlRotatef(float angle, float x, float y, float z)$/;"	f	typeref:typename:void
+rlScalef	./include/rlgl.h	/^void rlScalef(float x, float y, float z) { glScalef(x, y, z); }$/;"	f	typeref:typename:void
+rlScalef	./include/rlgl.h	/^void rlScalef(float x, float y, float z)$/;"	f	typeref:typename:void
+rlScissor	./include/rlgl.h	/^void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }$/;"	f	typeref:typename:void
+rlSetBlendFactors	./include/rlgl.h	/^void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)$/;"	f	typeref:typename:void
+rlSetBlendFactorsSeparate	./include/rlgl.h	/^void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int g/;"	f	typeref:typename:void
+rlSetBlendMode	./include/rlgl.h	/^void rlSetBlendMode(int mode)$/;"	f	typeref:typename:void
+rlSetClipPlanes	./include/rlgl.h	/^void rlSetClipPlanes(double nearPlane, double farPlane)$/;"	f	typeref:typename:void
+rlSetCullFace	./include/rlgl.h	/^void rlSetCullFace(int mode)$/;"	f	typeref:typename:void
+rlSetFramebufferHeight	./include/rlgl.h	/^void rlSetFramebufferHeight(int height)$/;"	f	typeref:typename:void
+rlSetFramebufferWidth	./include/rlgl.h	/^void rlSetFramebufferWidth(int width)$/;"	f	typeref:typename:void
+rlSetLineWidth	./include/rlgl.h	/^void rlSetLineWidth(float width) { glLineWidth(width); }$/;"	f	typeref:typename:void
+rlSetMatrixModelview	./include/rlgl.h	/^void rlSetMatrixModelview(Matrix view)$/;"	f	typeref:typename:void
+rlSetMatrixProjection	./include/rlgl.h	/^void rlSetMatrixProjection(Matrix projection)$/;"	f	typeref:typename:void
+rlSetMatrixProjectionStereo	./include/rlgl.h	/^void rlSetMatrixProjectionStereo(Matrix right, Matrix left)$/;"	f	typeref:typename:void
+rlSetMatrixViewOffsetStereo	./include/rlgl.h	/^void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)$/;"	f	typeref:typename:void
+rlSetRenderBatchActive	./include/rlgl.h	/^void rlSetRenderBatchActive(rlRenderBatch *batch)$/;"	f	typeref:typename:void
+rlSetShader	./include/rlgl.h	/^void rlSetShader(unsigned int id, int *locs)$/;"	f	typeref:typename:void
+rlSetTexture	./include/rlgl.h	/^void rlSetTexture(unsigned int id)$/;"	f	typeref:typename:void
+rlSetUniform	./include/rlgl.h	/^void rlSetUniform(int locIndex, const void *value, int uniformType, int count)$/;"	f	typeref:typename:void
+rlSetUniformMatrices	./include/rlgl.h	/^void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)$/;"	f	typeref:typename:void
+rlSetUniformMatrix	./include/rlgl.h	/^void rlSetUniformMatrix(int locIndex, Matrix mat)$/;"	f	typeref:typename:void
+rlSetUniformSampler	./include/rlgl.h	/^void rlSetUniformSampler(int locIndex, unsigned int textureId)$/;"	f	typeref:typename:void
+rlSetVertexAttribute	./include/rlgl.h	/^void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int strid/;"	f	typeref:typename:void
+rlSetVertexAttributeDefault	./include/rlgl.h	/^void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)$/;"	f	typeref:typename:void
+rlSetVertexAttributeDivisor	./include/rlgl.h	/^void rlSetVertexAttributeDivisor(unsigned int index, int divisor)$/;"	f	typeref:typename:void
+rlShaderAttributeDataType	./include/rlgl.h	/^} rlShaderAttributeDataType;$/;"	t	typeref:enum:__anon460017dc0903
+rlShaderLocationIndex	./include/rlgl.h	/^} rlShaderLocationIndex;$/;"	t	typeref:enum:__anon460017dc0703
+rlShaderUniformDataType	./include/rlgl.h	/^} rlShaderUniformDataType;$/;"	t	typeref:enum:__anon460017dc0803
+rlTexCoord2f	./include/rlgl.h	/^void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }$/;"	f	typeref:typename:void
+rlTexCoord2f	./include/rlgl.h	/^void rlTexCoord2f(float x, float y)$/;"	f	typeref:typename:void
+rlTextureFilter	./include/rlgl.h	/^} rlTextureFilter;$/;"	t	typeref:enum:__anon460017dc0503
+rlTextureParameters	./include/rlgl.h	/^void rlTextureParameters(unsigned int id, int param, int value)$/;"	f	typeref:typename:void
+rlTraceLogLevel	./include/rlgl.h	/^} rlTraceLogLevel;$/;"	t	typeref:enum:__anon460017dc0303
+rlTranslatef	./include/rlgl.h	/^void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }$/;"	f	typeref:typename:void
+rlTranslatef	./include/rlgl.h	/^void rlTranslatef(float x, float y, float z)$/;"	f	typeref:typename:void
+rlUnloadFramebuffer	./include/rlgl.h	/^void rlUnloadFramebuffer(unsigned int id)$/;"	f	typeref:typename:void
+rlUnloadRenderBatch	./include/rlgl.h	/^void rlUnloadRenderBatch(rlRenderBatch batch)$/;"	f	typeref:typename:void
+rlUnloadShaderBuffer	./include/rlgl.h	/^void rlUnloadShaderBuffer(unsigned int ssboId)$/;"	f	typeref:typename:void
+rlUnloadShaderDefault	./include/rlgl.h	/^static void rlUnloadShaderDefault(void)$/;"	f	typeref:typename:void
+rlUnloadShaderProgram	./include/rlgl.h	/^void rlUnloadShaderProgram(unsigned int id)$/;"	f	typeref:typename:void
+rlUnloadTexture	./include/rlgl.h	/^void rlUnloadTexture(unsigned int id)$/;"	f	typeref:typename:void
+rlUnloadVertexArray	./include/rlgl.h	/^void rlUnloadVertexArray(unsigned int vaoId)$/;"	f	typeref:typename:void
+rlUnloadVertexBuffer	./include/rlgl.h	/^void rlUnloadVertexBuffer(unsigned int vboId)$/;"	f	typeref:typename:void
+rlUpdateShaderBuffer	./include/rlgl.h	/^void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int/;"	f	typeref:typename:void
+rlUpdateTexture	./include/rlgl.h	/^void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int forma/;"	f	typeref:typename:void
+rlUpdateVertexBuffer	./include/rlgl.h	/^void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)$/;"	f	typeref:typename:void
+rlUpdateVertexBufferElements	./include/rlgl.h	/^void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)$/;"	f	typeref:typename:void
+rlVertex2f	./include/rlgl.h	/^void rlVertex2f(float x, float y) { glVertex2f(x, y); }$/;"	f	typeref:typename:void
+rlVertex2f	./include/rlgl.h	/^void rlVertex2f(float x, float y)$/;"	f	typeref:typename:void
+rlVertex2i	./include/rlgl.h	/^void rlVertex2i(int x, int y) { glVertex2i(x, y); }$/;"	f	typeref:typename:void
+rlVertex2i	./include/rlgl.h	/^void rlVertex2i(int x, int y)$/;"	f	typeref:typename:void
+rlVertex3f	./include/rlgl.h	/^void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }$/;"	f	typeref:typename:void
+rlVertex3f	./include/rlgl.h	/^void rlVertex3f(float x, float y, float z)$/;"	f	typeref:typename:void
+rlVertexBuffer	./include/rlgl.h	/^typedef struct rlVertexBuffer {$/;"	s
+rlVertexBuffer	./include/rlgl.h	/^} rlVertexBuffer;$/;"	t	typeref:struct:rlVertexBuffer
+rlViewport	./include/rlgl.h	/^void rlViewport(int x, int y, int width, int height)$/;"	f	typeref:typename:void
+rl_float16	./include/rlgl.h	/^typedef struct rl_float16 {$/;"	s
+rl_float16	./include/rlgl.h	/^} rl_float16;$/;"	t	typeref:struct:rl_float16
+rlglClose	./include/rlgl.h	/^void rlglClose(void)$/;"	f	typeref:typename:void
+rlglData	./include/rlgl.h	/^typedef struct rlglData {$/;"	s
+rlglData	./include/rlgl.h	/^} rlglData;$/;"	t	typeref:struct:rlglData
+rlglInit	./include/rlgl.h	/^void rlglInit(int width, int height)$/;"	f	typeref:typename:void
+rlglLoadProc	./include/rlgl.h	/^typedef void *(*rlglLoadProc)(const char *name);   \/\/ OpenGL extension functions loader signat/;"	t	typeref:typename:void * (*)(const char * name)
+rotation	./include/raylib.h	/^    Quaternion rotation;    \/\/ Rotation$/;"	m	struct:Transform	typeref:typename:Quaternion
+rotation	./include/raylib.h	/^    float rotation;         \/\/ Camera rotation in degrees$/;"	m	struct:Camera2D	typeref:typename:float
+sampleRate	./include/raylib.h	/^    unsigned int sampleRate;    \/\/ Frequency (samples per second)$/;"	m	struct:AudioStream	typeref:typename:unsigned int
+sampleRate	./include/raylib.h	/^    unsigned int sampleRate;    \/\/ Frequency (samples per second)$/;"	m	struct:Wave	typeref:typename:unsigned int
+sampleSize	./include/raylib.h	/^    unsigned int sampleSize;    \/\/ Bit depth (bits per sample): 8, 16, 32 (24 not supported)$/;"	m	struct:AudioStream	typeref:typename:unsigned int
+sampleSize	./include/raylib.h	/^    unsigned int sampleSize;    \/\/ Bit depth (bits per sample): 8, 16, 32 (24 not supported)$/;"	m	struct:Wave	typeref:typename:unsigned int
+scale	./include/raylib.h	/^    Vector3 scale;          \/\/ Scale$/;"	m	struct:Transform	typeref:typename:Vector3
+scale	./include/raylib.h	/^    float scale[2];                 \/\/ VR distortion scale$/;"	m	struct:VrStereoConfig	typeref:typename:float[2]
+scaleIn	./include/raylib.h	/^    float scaleIn[2];               \/\/ VR distortion scale in$/;"	m	struct:VrStereoConfig	typeref:typename:float[2]
+shader	./include/raylib.h	/^    Shader shader;          \/\/ Material shader$/;"	m	struct:Material	typeref:typename:Shader
+source	./include/raylib.h	/^    Rectangle source;       \/\/ Texture source rectangle$/;"	m	struct:NPatchInfo	typeref:typename:Rectangle
+ssbo	./include/rlgl.h	/^        bool ssbo;                          \/\/ Shader storage buffer object support (GL_ARB_sh/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+stack	./include/rlgl.h	/^        Matrix stack[RL_MAX_MATRIX_STACK_SIZE];\/\/ Matrix stack for push\/pop$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:Matrix[]
+stackCounter	./include/rlgl.h	/^        int stackCounter;                   \/\/ Matrix stack counter$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+stereoRender	./include/rlgl.h	/^        bool stereoRender;                  \/\/ Stereo rendering flag$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:bool
+stream	./include/raylib.h	/^    AudioStream stream;         \/\/ Audio stream$/;"	m	struct:Music	typeref:typename:AudioStream
+stream	./include/raylib.h	/^    AudioStream stream;         \/\/ Audio stream$/;"	m	struct:Sound	typeref:typename:AudioStream
+tangents	./include/raylib.h	/^    float *tangents;        \/\/ Vertex tangents (XYZW - 4 components per vertex) (shader-locati/;"	m	struct:Mesh	typeref:typename:float *
+target	./include/raylib.h	/^    Vector2 target;         \/\/ Camera target (rotation and zoom origin)$/;"	m	struct:Camera2D	typeref:typename:Vector2
+target	./include/raylib.h	/^    Vector3 target;         \/\/ Camera target it looks-at$/;"	m	struct:Camera3D	typeref:typename:Vector3
+texAnisoFilter	./include/rlgl.h	/^        bool texAnisoFilter;                \/\/ Anisotropic texture filtering support (GL_EXT_t/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texCompASTC	./include/rlgl.h	/^        bool texCompASTC;                   \/\/ ASTC texture compression support (GL_KHR_textur/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texCompDXT	./include/rlgl.h	/^        bool texCompDXT;                    \/\/ DDS texture compression support (GL_EXT_texture/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texCompETC1	./include/rlgl.h	/^        bool texCompETC1;                   \/\/ ETC1 texture compression support (GL_OES_compre/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texCompETC2	./include/rlgl.h	/^        bool texCompETC2;                   \/\/ ETC2\/EAC texture compression support (GL_ARB_E/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texCompPVRT	./include/rlgl.h	/^        bool texCompPVRT;                   \/\/ PVR texture compression support (GL_IMG_texture/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texDepth	./include/rlgl.h	/^        bool texDepth;                      \/\/ Depth textures supported (GL_ARB_depth_texture,/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texDepthWebGL	./include/rlgl.h	/^        bool texDepthWebGL;                 \/\/ Depth textures supported WebGL specific (GL_WEB/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texFloat16	./include/rlgl.h	/^        bool texFloat16;                    \/\/ half float textures support (16 bit per channel/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texFloat32	./include/rlgl.h	/^        bool texFloat32;                    \/\/ float textures support (32 bit per channel) (GL/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texMirrorClamp	./include/rlgl.h	/^        bool texMirrorClamp;                \/\/ Clamp mirror wrap mode supported (GL_EXT_textur/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texNPOT	./include/rlgl.h	/^        bool texNPOT;                       \/\/ NPOT textures full support (GL_ARB_texture_non_/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+texcoords	./include/raylib.h	/^    float *texcoords;       \/\/ Vertex texture coordinates (UV - 2 components per vertex) (shad/;"	m	struct:Mesh	typeref:typename:float *
+texcoords	./include/rlgl.h	/^    float *texcoords;           \/\/ Vertex texture coordinates (UV - 2 components per vertex) (/;"	m	struct:rlVertexBuffer	typeref:typename:float *
+texcoords2	./include/raylib.h	/^    float *texcoords2;      \/\/ Vertex texture second coordinates (UV - 2 components per vertex/;"	m	struct:Mesh	typeref:typename:float *
+texcoordx	./include/rlgl.h	/^        float texcoordx, texcoordy;         \/\/ Current active texture coordinate (added on glV/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:float
+texcoordy	./include/rlgl.h	/^        float texcoordx, texcoordy;         \/\/ Current active texture coordinate (added on glV/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:float
+texture	./include/raylib.h	/^    Texture texture;        \/\/ Color buffer attachment texture$/;"	m	struct:RenderTexture	typeref:typename:Texture
+texture	./include/raylib.h	/^    Texture2D texture;      \/\/ Material map texture$/;"	m	struct:MaterialMap	typeref:typename:Texture2D
+texture	./include/raylib.h	/^    Texture2D texture;      \/\/ Texture atlas containing the glyphs$/;"	m	struct:Font	typeref:typename:Texture2D
+textureId	./include/rlgl.h	/^    unsigned int textureId;     \/\/ Texture id to be used on the draw -> Use to create new draw/;"	m	struct:rlDrawCall	typeref:typename:unsigned int
+top	./include/raylib.h	/^    int top;                \/\/ Top border offset$/;"	m	struct:NPatchInfo	typeref:typename:int
+transform	./include/raylib.h	/^    Matrix transform;       \/\/ Local transform matrix$/;"	m	struct:Model	typeref:typename:Matrix
+transform	./include/rlgl.h	/^        Matrix transform;                   \/\/ Transform matrix to be used with rlTranslate, r/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:Matrix
+transformRequired	./include/rlgl.h	/^        bool transformRequired;             \/\/ Require transform matrix application to current/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:bool
+translation	./include/raylib.h	/^    Vector3 translation;    \/\/ Translation$/;"	m	struct:Transform	typeref:typename:Vector3
+triangleCount	./include/raylib.h	/^    int triangleCount;      \/\/ Number of triangles stored (indexed or not)$/;"	m	struct:Mesh	typeref:typename:int
+type	./include/raylib.h	/^    unsigned int type;              \/\/ Event type (AutomationEventType)$/;"	m	struct:AutomationEvent	typeref:typename:unsigned int
+up	./include/raylib.h	/^    Vector3 up;             \/\/ Camera up vector (rotation over its axis)$/;"	m	struct:Camera3D	typeref:typename:Vector3
+v	./include/raymath.h	/^    float v[16];$/;"	m	struct:float16	typeref:typename:float[16]
+v	./include/raymath.h	/^    float v[3];$/;"	m	struct:float3	typeref:typename:float[3]
+v	./include/rlgl.h	/^    float v[16];$/;"	m	struct:rl_float16	typeref:typename:float[16]
+vResolution	./include/raylib.h	/^    int vResolution;                \/\/ Vertical resolution in pixels$/;"	m	struct:VrDeviceInfo	typeref:typename:int
+vScreenSize	./include/raylib.h	/^    float vScreenSize;              \/\/ Vertical size in meters$/;"	m	struct:VrDeviceInfo	typeref:typename:float
+value	./include/raylib.h	/^    float value;            \/\/ Material map value$/;"	m	struct:MaterialMap	typeref:typename:float
+value	./include/raylib.h	/^    int value;              \/\/ Character value (Unicode)$/;"	m	struct:GlyphInfo	typeref:typename:int
+vao	./include/rlgl.h	/^        bool vao;                           \/\/ VAO support (OpenGL ES2 could not support VAO e/;"	m	struct:rlglData::__anon460017dc0e08	typeref:typename:bool
+vaoId	./include/raylib.h	/^    unsigned int vaoId;     \/\/ OpenGL Vertex Array Object id$/;"	m	struct:Mesh	typeref:typename:unsigned int
+vaoId	./include/rlgl.h	/^    unsigned int vaoId;         \/\/ OpenGL Vertex Array Object id$/;"	m	struct:rlVertexBuffer	typeref:typename:unsigned int
+vboId	./include/raylib.h	/^    unsigned int *vboId;    \/\/ OpenGL Vertex Buffer Objects id (default vertex data)$/;"	m	struct:Mesh	typeref:typename:unsigned int *
+vboId	./include/rlgl.h	/^    unsigned int vboId[5];      \/\/ OpenGL Vertex Buffer Objects id (5 types of vertex data)$/;"	m	struct:rlVertexBuffer	typeref:typename:unsigned int[5]
+vertexAlignment	./include/rlgl.h	/^    int vertexAlignment;        \/\/ Number of vertex required for index alignment (LINES, TRIAN/;"	m	struct:rlDrawCall	typeref:typename:int
+vertexBuffer	./include/rlgl.h	/^    rlVertexBuffer *vertexBuffer; \/\/ Dynamic buffer(s) for vertex data$/;"	m	struct:rlRenderBatch	typeref:typename:rlVertexBuffer *
+vertexCount	./include/raylib.h	/^    int vertexCount;        \/\/ Number of vertices stored in arrays$/;"	m	struct:Mesh	typeref:typename:int
+vertexCount	./include/rlgl.h	/^    int vertexCount;            \/\/ Number of vertex of the draw$/;"	m	struct:rlDrawCall	typeref:typename:int
+vertexCounter	./include/rlgl.h	/^        int vertexCounter;                  \/\/ Current active render batch vertex counter (gen/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:int
+vertices	./include/raylib.h	/^    float *vertices;        \/\/ Vertex position (XYZ - 3 components per vertex) (shader-locatio/;"	m	struct:Mesh	typeref:typename:float *
+vertices	./include/rlgl.h	/^    float *vertices;            \/\/ Vertex position (XYZ - 3 components per vertex) (shader-loc/;"	m	struct:rlVertexBuffer	typeref:typename:float *
+viewOffset	./include/raylib.h	/^    Matrix viewOffset[2];           \/\/ VR view offset matrices (per eye)$/;"	m	struct:VrStereoConfig	typeref:typename:Matrix[2]
+viewOffsetStereo	./include/rlgl.h	/^        Matrix viewOffsetStereo[2];         \/\/ VR stereo rendering eyes view offset matrices$/;"	m	struct:rlglData::__anon460017dc0d08	typeref:typename:Matrix[2]
+w	./include/raylib.h	/^    float w;                \/\/ Vector w component$/;"	m	struct:Vector4	typeref:typename:float
+w	./include/raymath.h	/^    float w;$/;"	m	struct:Vector4	typeref:typename:float
+width	./include/raylib.h	/^    float width;            \/\/ Rectangle width$/;"	m	struct:Rectangle	typeref:typename:float
+width	./include/raylib.h	/^    int width;              \/\/ Image base width$/;"	m	struct:Image	typeref:typename:int
+width	./include/raylib.h	/^    int width;              \/\/ Texture base width$/;"	m	struct:Texture	typeref:typename:int
+x	./include/raylib.h	/^    float x;                \/\/ Rectangle top-left corner position x$/;"	m	struct:Rectangle	typeref:typename:float
+x	./include/raylib.h	/^    float x;                \/\/ Vector x component$/;"	m	struct:Vector2	typeref:typename:float
+x	./include/raylib.h	/^    float x;                \/\/ Vector x component$/;"	m	struct:Vector3	typeref:typename:float
+x	./include/raylib.h	/^    float x;                \/\/ Vector x component$/;"	m	struct:Vector4	typeref:typename:float
+x	./include/raymath.h	/^    float x;$/;"	m	struct:Vector2	typeref:typename:float
+x	./include/raymath.h	/^    float x;$/;"	m	struct:Vector3	typeref:typename:float
+x	./include/raymath.h	/^    float x;$/;"	m	struct:Vector4	typeref:typename:float
+y	./include/raylib.h	/^    float y;                \/\/ Rectangle top-left corner position y$/;"	m	struct:Rectangle	typeref:typename:float
+y	./include/raylib.h	/^    float y;                \/\/ Vector y component$/;"	m	struct:Vector2	typeref:typename:float
+y	./include/raylib.h	/^    float y;                \/\/ Vector y component$/;"	m	struct:Vector3	typeref:typename:float
+y	./include/raylib.h	/^    float y;                \/\/ Vector y component$/;"	m	struct:Vector4	typeref:typename:float
+y	./include/raymath.h	/^    float y;$/;"	m	struct:Vector2	typeref:typename:float
+y	./include/raymath.h	/^    float y;$/;"	m	struct:Vector3	typeref:typename:float
+y	./include/raymath.h	/^    float y;$/;"	m	struct:Vector4	typeref:typename:float
+z	./include/raylib.h	/^    float z;                \/\/ Vector z component$/;"	m	struct:Vector3	typeref:typename:float
+z	./include/raylib.h	/^    float z;                \/\/ Vector z component$/;"	m	struct:Vector4	typeref:typename:float
+z	./include/raymath.h	/^    float z;$/;"	m	struct:Vector3	typeref:typename:float
+z	./include/raymath.h	/^    float z;$/;"	m	struct:Vector4	typeref:typename:float
+zoom	./include/raylib.h	/^    float zoom;             \/\/ Camera zoom (scaling), should be 1.0f by default$/;"	m	struct:Camera2D	typeref:typename:float