Fix a nullptr usage.
Have LLRender::color4ub fall back to uniform if bound vbo lacks color attribute. Fixed fixed-function call in LLFacePool::LLOverrideFaceColor::setColor.
Disable some diagnostic gunk eating memory.
sunlight_color_copy need only be vec3.
Try some swizzling instead of forcing everything to rgba8 with core profile. Avoids manual conversions with scratch buffers. Works for all pixel datatypes. Cleaner. Uses less vram.
Also, fixed textures when running core pofile.
Toyed with gl init ordering. Fixes adaptive vsync. May explode on linux, not that adaptive vsync works there, but it should in theory work there if we ever port to sdl2. If it does explode, I'll know shortly... probably.
Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
Also abuse discard in alpha shaders, instead of processing invisible fragments.
Determine if to stuff shiny data into alpha component a bit differently. Cuts out a lot of crazy logic and lets us choose based off of target renderpass.