Editing Darkplaces lighting/Lighting model

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* Color Map : base texture (best way to use [[diffuse]] texture)
 
* Color Map : base texture (best way to use [[diffuse]] texture)
 
* Normal Map : texture storing additional surface curvature (optionally, alpha storing height)
 
* Normal Map : texture storing additional surface curvature (optionally, alpha storing height)
* Gloss Map : texture used for specular reflection. Contains gloss color (RGB) and optional exponent multiplier (alpha)
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* Gloss Map : texture used for specular and containing gloss color (RGB) and optional exponent multiplier (alpha)
 
* Glow Map : texture's local luminance texture, RGB additive blended texture that entirely ignores shading
 
* Glow Map : texture's local luminance texture, RGB additive blended texture that entirely ignores shading
 
* Light Vector : vector of light direction (either calculated for realtime light or got from deluxemap [[lightmap]] component)
 
* Light Vector : vector of light direction (either calculated for realtime light or got from deluxemap [[lightmap]] component)

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