Use FPU_SHAD_SCALE.scale_factor for shadow intensity instead of
hardcoded value.
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@ -925,7 +925,7 @@ void DrawModVols(int first, int count)
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glcache.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glcache.UseProgram(gl.modvol_shader.program);
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glUniform1f(gl.modvol_shader.sp_ShaderColor,0.5f);
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glUniform1f(gl.modvol_shader.sp_ShaderColor, 1 - FPU_SHAD_SCALE.scale_factor / 256.f);
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glcache.DepthMask(GL_FALSE);
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glcache.DepthFunc(GL_GREATER);
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