OpenGL2: Remove per fragment tangent space calculation code.
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@@ -2120,12 +2120,10 @@ static void ComputeVertexAttribs(void)
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{
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shader.vertexAttribs |= ATTR_NORMAL;
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#ifdef USE_VERT_TANGENT_SPACE
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if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0))
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{
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shader.vertexAttribs |= ATTR_TANGENT;
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}
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#endif
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switch (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)
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{
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