OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.
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@@ -21,7 +21,7 @@ void main()
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#if defined(USE_LIGHTMAP)
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vec4 color2 = texture2D(u_LightMap, var_LightTex);
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#if defined(RGBM_LIGHTMAP)
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color2.rgb *= 32.0 * color2.a;
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color2.rgb *= color2.a;
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color2.a = 1.0;
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#endif
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@@ -346,7 +346,7 @@ void main()
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vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw);
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vec3 lightColor = lightSample.rgb;
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#if defined(RGBM_LIGHTMAP)
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lightColor *= 32.0 * lightSample.a;
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lightColor *= lightSample.a;
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#endif
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#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
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