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r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
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barely used and doing this compiles fewer shaders.
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Fix CalcFog in generic_vp.glsl to fog fogged surfaces.
Now it's the same as CalcFog in fogpass_vp.glsl.
Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
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number from texturecolor shader call GLSL_VertexAttribPointers after attribute arrays have been enabled
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defaults.
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normals/tangents/lightdirs
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normalized byte arrays.
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space lighting.
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fixes and optimizations.
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value.
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sunlight and map lighting into one GLSL shader (r_sunlightMode 2) Change single lightmap blends to use lightall
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