"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
"# define USEFOG\n"
"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
"#define USELIGHTMAP\n"
"#endif\n"
"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
+"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-" half3 lightnormal = half3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
+" #define SHADING\n"
+" #ifdef USEDIFFUSE\n"
+" half3 lightnormal = half3(normalize(LightVector));\n"
+" #endif\n"
+" #define lightcolor LightColor\n"
"#endif // MODE_LIGHTDIRECTION\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#define SHADING\n"
+" #define SHADING\n"
" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
+" #define SHADING\n"
" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"\r
+" #define SHADING\n"\r
+" // forced deluxemap on lightmapped/vertexlit surfaces\n"\r
+" half3 lightnormal = half3(0.0, 0.0, 1.0);\n"\r
+" #ifdef USELIGHTMAP\n"\r
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"\r
+" #else\n"\r
+" half3 lightcolor = half3(gl_FrontColor.rgb);\n"\r
+" #endif\n"\r
+"#endif\n"
"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"half3 lightnormal = half3(normalize(EyeVector));\n"
-"half3 lightcolor = half3(1.0,1.0,1.0);\n"
+" #define SHADING\n"
+" half3 lightnormal = half3(normalize(EyeVector));\n"
+" half3 lightcolor = half3(1.0,1.0,1.0);\n"
"#endif // MODE_FAKELIGHT\n"
"\n"
"\n"