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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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format.
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using DEFINE_GL_FRAGCOLOR for consistency.
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transform so we can store the environment intensity in the blue channel.
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remove banding and not break all shiny objects.
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errors, and shiny environment map errors due to lack of negative Z)
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for texture indices in the data stream.  Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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outputs -- no more deprecation warnings on nvidia
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texture rendering based on available hardware.
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