OpenGL2: Shader optimization, and add dither to tonemap.
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@@ -1273,7 +1273,19 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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{
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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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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
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if (r_pbr->integer)
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{
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vec3_t color;
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color[0] = backEnd.refdef.sunCol[0] * backEnd.refdef.sunCol[0];
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color[1] = backEnd.refdef.sunCol[1] * backEnd.refdef.sunCol[1];
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color[2] = backEnd.refdef.sunCol[2] * backEnd.refdef.sunCol[2];
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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, color);
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}
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else
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{
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GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
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}
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GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
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}
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