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Tiny v14 fix (from SmileTheory)
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@ -1318,7 +1318,7 @@ static void ForwardDlightVBOGLSL( void ) {
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//if (pStage->glslShaderGroup == tr.lightallShader)
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{
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sp = &tr.lightallShader[pStage->glslShaderIndex & ~LIGHTDEF_USE_LIGHTMAP];
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sp = &tr.lightallShader[pStage->glslShaderIndex & ~(LIGHTDEF_USE_LIGHTMAP | LIGHTDEF_USE_DELUXEMAP)];
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}
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backEnd.pc.c_lightallDraws++;
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