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fix DrawMesh using SHADER_LOC_COLOR_SPECULAR as a material map (#2908) (#2909)

pull/2910/head
HKrogstie 2 年前
committed by GitHub
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8c50da167d
找不到此签名对应的密钥 GPG 密钥 ID: 4AEE18F83AFDEB23
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. +4
    -4
      src/rmodels.c

+ 4
- 4
src/rmodels.c 查看文件

@ -1373,10 +1373,10 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1) if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
{ {
float values[4] = { float values[4] = {
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f, (float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f, (float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f, (float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f (float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f
}; };
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);

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