+const char *builtinshader_light_vert =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // copy the surface texcoord\n"
+" TexCoord = gl_MultiTexCoord0.st;\n"
+"\n"
+" // transform vertex position into light attenuation/cubemap space\n"
+" // (-1 to +1 across the light box)\n"
+" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+" // transform unnormalized light direction into tangent space\n"
+" // (we use unnormalized to ensure that it interpolates correctly and then\n"
+" // normalize it per pixel)\n"
+" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+" // transform unnormalized eye direction into tangent space\n"
+" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+" // transform vertex to camera space, using ftransform to match non-VS\n"
+" // rendering\n"
+" gl_Position = ftransform();\n"
+"}\n"
+;
+
+const char *builtinshader_light_frag =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightColor;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularPower;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform float FogRangeRecip;\n"
+"#endif\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularScale;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"#ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // attenuation\n"
+" //\n"
+" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+" // center and sharp falloff at the edge, this is about the most efficient\n"
+" // we can get away with as far as providing illumination.\n"
+" //\n"
+" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+" // provide significant illumination, large = slow = pain.\n"
+" float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+" // get the texels - with a blendmap we'd need to blend multiple here\n"
+" vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
+" vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USESPECULAR\n"
+" vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
+"#endif\n"
+"\n"
+" // calculate shading\n"
+" vec3 diffusenormal = normalize(LightVector);\n"
+" vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+" color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+" // apply light cubemap filter\n"
+" color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+" // calculate fragment color\n"
+" gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"}\n"
+;