+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+ {
+ // ambient model lighting
+ mode = SHADERMODE_LIGHTDIRECTION;
+ if (rsurface.texture->currentskinframe->glow)
+ permutation |= SHADERPERMUTATION_GLOW;
+ if (r_refdef.fogenabled)
+ permutation |= SHADERPERMUTATION_FOG;
+ if (rsurface.texture->colormapping)
+ permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
+ }