@@ -496,12 +496,18 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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vertices [2 ] = (Vector3 ){ cosslice * vertices [2 ].x - sinslice * vertices [2 ].z , vertices [2 ].y , sinslice * vertices [2 ].x + cosslice * vertices [2 ].z }; // Rotation matrix around y axis
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vertices [3 ] = (Vector3 ){ cosslice * vertices [3 ].x - sinslice * vertices [3 ].z , vertices [3 ].y , sinslice * vertices [3 ].x + cosslice * vertices [3 ].z };
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+ rlNormal3f (vertices [0 ].x , vertices [0 ].y , vertices [0 ].z );
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rlVertex3f (vertices [0 ].x , vertices [0 ].y , vertices [0 ].z );
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+ rlNormal3f (vertices [3 ].x , vertices [3 ].y , vertices [3 ].z );
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rlVertex3f (vertices [3 ].x , vertices [3 ].y , vertices [3 ].z );
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+ rlNormal3f (vertices [1 ].x , vertices [1 ].y , vertices [1 ].z );
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rlVertex3f (vertices [1 ].x , vertices [1 ].y , vertices [1 ].z );
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+ rlNormal3f (vertices [0 ].x , vertices [0 ].y , vertices [0 ].z );
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rlVertex3f (vertices [0 ].x , vertices [0 ].y , vertices [0 ].z );
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+ rlNormal3f (vertices [2 ].x , vertices [2 ].y , vertices [2 ].z );
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rlVertex3f (vertices [2 ].x , vertices [2 ].y , vertices [2 ].z );
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+ rlNormal3f (vertices [3 ].x , vertices [3 ].y , vertices [3 ].z );
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rlVertex3f (vertices [3 ].x , vertices [3 ].y , vertices [3 ].z );
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}
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