OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour.
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@@ -905,7 +905,7 @@ void GLSL_InitGPUShaders(void)
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if (i & GENERICDEF_USE_LIGHTMAP)
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Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer))
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Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
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if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
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@@ -1034,7 +1034,7 @@ void GLSL_InitGPUShaders(void)
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Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
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}
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer))
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Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
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if (i & LIGHTDEF_LIGHTTYPE_MASK)
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