OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
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@@ -1028,9 +1028,6 @@ void GLSL_InitGPUShaders(void)
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if (glRefConfig.swizzleNormalmap)
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Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
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if (r_hdr->integer && !glRefConfig.floatLightmap)
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Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
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if (lightType)
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{
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Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
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