float specularpower;
// color tint (colormod * currentalpha) used for rtlighting this material
float dlightcolor[3];
+ // color tint (colormod * 2) used for lightmapped lighting on this material
+ // includes alpha as 4th component
+ // replaces role of gl_Color in GLSL shader
+ float lightmapcolor[4];
// from q3 shaders
int customblendfunc[2];