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Add missing LightMap bind call
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@ -626,6 +626,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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int shadowmapindex = glGetUniformLocation(hShader, "ShadowMap");
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if (shadowmapindex > 0) glUniform1i(shadowmapindex, 16);
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int lightmapindex = glGetUniformLocation(hShader, "LightMap");
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if (lightmapindex > 0) glUniform1i(lightmapindex, 17);
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glUseProgram(0);
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return linked;
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}
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