+const char *builtinshader_light_vert =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying myhvec3 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 = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\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"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"uniform myhvec3 LightColor;\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform myhalf SpecularPower;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform myhalf FogRangeRecip;\n"
+"#endif\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform myhalf 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 myhvec3 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"
+" myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" colorscale *= texture2D(Texture_FogMask, myhvec2(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"
+" myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+" myhvec2 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 surface normal\n"
+"#ifdef SURFACENORMALIZE\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+"\n"
+" // calculate shading\n"
+" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+" // apply light cubemap filter\n"
+" color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+" // calculate fragment color (apply light color and attenuation/fog scaling)\n"
+" gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
+"}\n"
+;
+