always use color normalization, vector normalization on colors is worng
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bb15de2ddc
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@ -4099,7 +4099,7 @@ void SetupFloodLight( void )
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floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(floodlightRGB[1]);
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floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(floodlightRGB[1]);
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floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(floodlightRGB[2]);
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floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(floodlightRGB[2]);
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}
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}
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VectorNormalize(floodlightRGB,floodlightRGB);
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ColorNormalize(floodlightRGB,floodlightRGB);
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}
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}
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/*
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/*
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@ -1309,7 +1309,7 @@ static void ParseShaderFile( const char *filename )
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}
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}
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/* normalize it */
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/* normalize it */
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VectorNormalize( sun->color, sun->color );
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ColorNormalize( sun->color, sun->color );
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/* scale color by brightness */
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/* scale color by brightness */
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GetTokenAppend( shaderText, qfalse );
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GetTokenAppend( shaderText, qfalse );
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@ -1546,7 +1546,7 @@ static void ParseShaderFile( const char *filename )
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si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[1]);
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si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[1]);
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si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[2]);
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si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[2]);
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}
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}
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VectorNormalize(si->floodlightRGB, si->floodlightRGB);
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ColorNormalize(si->floodlightRGB, si->floodlightRGB);
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}
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}
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/* jal: q3map_nodirty : skip dirty */
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/* jal: q3map_nodirty : skip dirty */
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