In existing shaders, replace
dotProduct2scale ( x y z min max )
by
dotProduct2scale ( x y z max 0 )
because that's what the old code actually caused
git-svn-id: svn://svn.icculus.org/netradiant/trunk@139 61c419a2-8eb2-4b30-bcec-8cead039b335
(two extra args for the min/max of the range to map 0..1 to)
git-svn-id: svn://svn.icculus.org/netradiant/trunk@98 61c419a2-8eb2-4b30-bcec-8cead039b335