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- eliminate an unexpected slow path in the fragment shader.
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time. Changed to check the actual lightmode value, which re-enables the fast path again.
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@ -595,7 +595,7 @@ vec4 getLightColor(Material material, float fogdist, float fogfactor)
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{
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vec4 color = vColor;
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if (uLightLevel >= 0.0)
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if ((uPalLightLevels >> 16) >= 5) // gl_lightmode >= 5 are software lighting modes.
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{
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
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color.rgb *= newlightlevel;
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