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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@@ -144,6 +144,7 @@ cvar_t *r_forceSun;
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cvar_t *r_forceSunMapLightScale;
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cvar_t *r_forceSunLightScale;
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cvar_t *r_forceSunAmbientScale;
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cvar_t *r_sunlightMode;
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cvar_t *r_drawSunRays;
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cvar_t *r_sunShadows;
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cvar_t *r_shadowFilter;
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@@ -1195,10 +1196,11 @@ void R_Register( void )
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r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT );
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r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "0.5", CVAR_CHEAT );
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r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "0.5", CVAR_CHEAT );
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r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.2", CVAR_CHEAT );
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r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "1.0", CVAR_CHEAT );
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r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "1.0", CVAR_CHEAT );
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r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.75", CVAR_CHEAT );
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r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_sunlightMode = ri.Cvar_Get( "r_sunlightMode", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
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