Don't project sun shadows (r_forceSun 1) on to view depth equal to 1.0
(nothing drawn or skybox). This caused a full second shadow of the
entire level in tr.screenShadowImage. It would move as the camera far
plane changed and rotate/stretch strangely as the camera view changed.
It was visible in-game on lightmapped transparent surfaces facing the
skybox and happen to overlap the extra shadow of the level.
This affected the glass in wop_padship's underwater room.