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Fix out of bound Memory read in Material.maps (#5534)
* Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum * Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum
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@ -1719,10 +1719,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
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if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
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{
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{
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float values[4] = {
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float values[4] = {
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f
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};
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};
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
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