Avoid potential buffer over-read in shader, overrun in application.
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@@ -34,7 +34,7 @@ mat4 getObjectSkinnedTransform()
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vec4 w = fract(weight4);
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vec4 index = floor(weight4);
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index = min(index, vec4(63.0));
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index = min(index, vec4(51.0));
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index = max(index, vec4( 0.0));
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float scale = 1.0/(w.x+w.y+w.z+w.w);
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@@ -1570,7 +1570,9 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
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LLMatrix4a mp[JOINT_COUNT];
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LLMatrix4* mat = (LLMatrix4*) mp;
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for (U32 j = 0; j < skin->mJointNames.size(); ++j)
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U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);
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for (U32 j = 0; j < count; ++j)
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{
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LLJoint* joint = avatar->getJoint(skin->mJointNames[j]);
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if (joint)
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