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Don't wash out HDR vertex lite surfaces in OpenGL2
Vertex lite surfaces being brighter than light maps looks bad, they're meant to look the same. Especially in ET, which mixes them fequently. It's noticeable in Q3 too though. BSP lightmaps (i.e. not external HDR lightmaps) use R_ColorShiftLightingBytes, now *Floats (used by vertex colors) has the same behavior. This may be a problem for HDR lightmaps, as the RGB will always be scaled to 0.0 to 1.0 range. I had enabled this for non-HDR before, but now HDR needs it too.
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@ -143,7 +143,7 @@ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
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b = in[2] * scale;
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// normalize by color instead of saturating to white
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if ( !r_hdr->integer && ( r > 1 || g > 1 || b > 1 ) ) {
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if ( r > 1 || g > 1 || b > 1 ) {
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float max;
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max = r > g ? r : g;
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