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fix address sanitizer issues #2
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@@ -198,7 +198,7 @@ BEGIN_VS_SHADER_FLAGS( DepthWrite, "Help for Depth Write", SHADER_NOT_EDITABLE )
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vParms.y = 4000.0f; // arbitrary far
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vParms.z = 0.0f;
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vParms.w = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 1, vParms.Base(), 2 );
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pShaderAPI->SetPixelShaderConstant( 1, vParms.Base(), 1 );
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} // DYNAMIC_STATE
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@@ -132,15 +132,16 @@ BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX9, "Help for BumpmappedEnvMap", SHADER_N
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// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
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// it is equal to 1).
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const float *f = params[LIGHT_COLOR]->GetVecValue();
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Vector vLightColor( f[0], f[1], f[2] );
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Vector4D vLightColor( f[0], f[1], f[2], 0.f );
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float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) );
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if ( flScale < 0.01f )
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flScale = 0.01f;
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float vScaleVec[3] = { flScale, flScale, flScale };
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Vector4D vScaleVec = { flScale, flScale, flScale, 0.f };
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vLightColor /= flScale;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec.Base() );
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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