OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
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@@ -155,7 +155,6 @@ cvar_t *r_imageUpsampleMaxSize;
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cvar_t *r_imageUpsampleType;
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cvar_t *r_genNormalMaps;
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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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@@ -1245,7 +1244,6 @@ 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", "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", "0.5", CVAR_CHEAT );
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r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
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