OpenGL2: Use an OpenGL 3.2 core context if available.
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@@ -3072,9 +3072,7 @@ static shader_t *FinishShader( void ) {
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//
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// look for multitexture potential
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//
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if ( qglActiveTextureARB ) {
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stage = CollapseStagesToGLSL();
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}
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stage = CollapseStagesToGLSL();
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if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) {
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if (vertexLightmap) {
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