Shader stage tcMods for matrix and turbulent (sine) effects need to be applied in order for turb to be correct and all tcMod turb need to be applied instead of only the last one.
Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale. OpenGL2 applied the matrix first and then turb which had the wrong result.
Shader stage tcMods for matrix and turbulent (sine) effects need to be applied in order for turb to be correct and all tcMod turb need to be applied instead of only the last one.
Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale. OpenGL2 applied the matrix first and then turb which had the wrong result.
Fixes https://github.com/ioquake/ioq3/issues/343.