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Translate lights into entity space.
Finally, lights work "properly". Probably the nicest lighting we've ever had :) (still have to put in ambient, though).
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@ -238,7 +238,7 @@ glsl_R_DrawIQM (void)
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lightpar_t *l = &iqm_shader.lights[i];
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if (!lights[i])
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break;
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VectorCopy (lights[i]->origin, val);
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VectorSubtract (lights[i]->origin, ent->origin, val);
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val[3] = lights[i]->radius;
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qfeglUniform4fv (l->position.location, 1, val);
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qfeglUniform4fv (l->color.location, 1, lights[i]->color);
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