OpenGL2: Clean up texmod calculations, and improve vertex animation handling.
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@@ -1696,7 +1696,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
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// position/normal/tangent/bitangent are always set in case of animation
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oldFrame = glState.vertexAttribsOldFrame;
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newFrame = glState.vertexAttribsNewFrame;
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animated = (oldFrame != newFrame) && (glState.vertexAttribsInterpolation > 0.0f);
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animated = glState.vertexAnimation;
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if((attribBits & ATTR_POSITION) && (!(glState.vertexAttribPointersSet & ATTR_POSITION) || animated))
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{
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@@ -1845,7 +1845,7 @@ shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
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shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
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}
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if (glState.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
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if (glState.vertexAnimation)
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{
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shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
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}
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