Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2) Change single lightmap blends to use lightall
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@@ -86,7 +86,7 @@ void main()
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vec4 shadowpos = u_ShadowMvp * biasPos;
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#if defined(USE_SHADOW_CASCADE)
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const float fadeTo = 0.5;
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const float fadeTo = 1.0;
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result = fadeTo;
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#else
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result = 0.0;
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