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-rw-r--r--src/raylib.h2
-rw-r--r--src/rlgl.h4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 65210d47..be5bcaf0 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1304,7 +1304,7 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
// Shader loading/unloading functions
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
diff --git a/src/rlgl.h b/src/rlgl.h
index 2de1fbbc..05c63e94 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -519,7 +519,7 @@ RLAPI void rlUnloadMesh(Mesh mesh); // Unl
// Shader loading/unloading functions
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
@@ -2986,7 +2986,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShaderCode(char *vsCode, char *fsCode)
+Shader LoadShaderCode(const char *vsCode, const char *fsCode)
{
Shader shader = { 0 };
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));