fix DrawMesh using SHADER_LOC_COLOR_SPECULAR as a material map (#2908)
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@ -1364,10 +1364,10 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[SHADER_LOC_COLOR_SPECULAR] != -1)
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{
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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[SHADER_LOC_COLOR_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[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f
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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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