OpenGL2: Don't interleave texCoords and lightCoords in tess.
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@@ -1983,7 +1983,8 @@ typedef struct shaderCommands_s
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vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
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int16_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
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int16_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
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vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
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vec2_t texCoords[SHADER_MAX_VERTEXES] QALIGN(16);
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vec2_t lightCoords[SHADER_MAX_VERTEXES] QALIGN(16);
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uint16_t color[SHADER_MAX_VERTEXES][4] QALIGN(16);
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int16_t lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16);
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//int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
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