V3 merge. Slight update. Fixes lighting oddities.
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@@ -7111,7 +7111,6 @@ void LLPipeline::renderDeferredLighting()
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F32 s = volume->getLightRadius()*1.5f;
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LLColor3 col = volume->getLightColor();
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col *= volume->getLightIntensity();
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if (col.magVecSquared() < 0.001f)
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{
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@@ -7225,7 +7224,6 @@ void LLPipeline::renderDeferredLighting()
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setupSpotLight(gDeferredSpotLightProgram, drawablep);
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LLColor3 col = volume->getLightColor();
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col *= volume->getLightIntensity();
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//vertex positions are encoded so the 3 bits of their vertex index
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//correspond to their axis facing, with bit position 3,2,1 matching
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@@ -7335,7 +7333,6 @@ void LLPipeline::renderDeferredLighting()
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setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
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LLColor3 col = volume->getLightColor();
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col *= volume->getLightIntensity();
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gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
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gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s);
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