Don't scale shadow multipliers by overbrightbits, and improve documentation.
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@@ -1636,8 +1636,6 @@ static qboolean ParseShader( char **text )
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a = atof( token );
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VectorScale( tr.sunLight, a, tr.sunLight);
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VectorSet( tr.sunAmbient, 0.0f, 0.0f, 0.0f);
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token = COM_ParseExt( text, qfalse );
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a = atof( token );
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a = a / 180 * M_PI;
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@@ -1656,7 +1654,7 @@ static qboolean ParseShader( char **text )
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tr.mapLightScale = atof(token);
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token = COM_ParseExt( text, qfalse );
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VectorScale( tr.sunLight, atof(token), tr.sunAmbient );
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tr.sunShadowScale = atof(token);
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}
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SkipRestOfLine( text );
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