OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
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@@ -712,9 +712,6 @@ void RB_SetGL2D (void) {
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// set time for 2D shaders
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backEnd.refdef.time = ri.Milliseconds();
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backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
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// reset color scaling
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backEnd.refdef.colorScale = 1.0f;
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}
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