+"#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"