OpenGL2: Use loader for all extension funcs.
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@@ -1292,7 +1292,9 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK))
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{
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GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
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// FIXME: screenShadowImage is NULL if no framebuffers
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if (tr.screenShadowImage)
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GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol);
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if (r_pbr->integer)
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{
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@@ -1404,7 +1406,9 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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vec4_t vec;
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cubemap_t *cubemap = &tr.cubemaps[input->cubemapIndex - 1];
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GL_BindToTMU( cubemap->image, TB_CUBEMAP);
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// FIXME: cubemap image could be NULL if cubemap isn't renderer or loaded
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if (cubemap->image)
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GL_BindToTMU( cubemap->image, TB_CUBEMAP);
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VectorSubtract(cubemap->origin, backEnd.viewParms.or.origin, vec);
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vec[3] = 1.0f;
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