Fix materialF including debug force to linear color and re-add logic
to stomp emissiveness when normals are not present unless explicitly requested via diffuse alpha mode.
Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
Try aligning data used for glReadPixels to see if we can coax the Intel driver stack into being a less souciant pile of detritus.
Replace face color based test replaced with other logic in error.
Remove update threshold logic causing hiccups and rework sky updates.
Make deferred water do double transport again to match non-ALM rendering more closely.
Nerf backfacing additive in ALM to prevent lens flares when facing away from sun.
Use hack in spec gbuffer alpha to nerf additive only on terrain (leaves additive glare for sunsets on water).
Make class1 sky use pre-projection pos to get proper distances for attenuation.
Make all sky shaders use the dist_mul again.
Revert to using old sky tessellation logic (may regress bugs addressed by new tess code).
Remove ambiance handling from alpha and blended materials objects for now.
Still too many setups where they get blown out due to attenuation mismatches with deferred.
Move vert alpha multiply back before discard tests to fix object transparency only object shadow casting.
Very likely re-breaks SL_11051 making fullbright alpha mask objects not cast when they should (due to broken vertex alpha...).
Fix culling on Low+ water reflection pass.
Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!).
Fix setting of cloud color for deferred sky/cloud shaders.
Put water reflections back in wrong colorspace for consistency with release.
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm
(where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).