OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
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@@ -1826,11 +1826,13 @@ static qboolean ParseShader( char **text )
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if (isGL2Sun)
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{
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token = COM_ParseExt( text, qfalse );
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tr.mapLightScale = atof(token);
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token = COM_ParseExt( text, qfalse );
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tr.sunShadowScale = atof(token);
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// parse twice, since older shaders may include mapLightScale before sunShadowScale
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token = COM_ParseExt( text, qfalse );
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if (token[0])
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tr.sunShadowScale = atof(token);
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}
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SkipRestOfLine( text );
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