permutation |= SHADERPERMUTATION_CUBEFILTER;
if (diffusescale > 0)
permutation |= SHADERPERMUTATION_DIFFUSE;
- if (specularscale > 0)
+ if (specularscale > 0 && r_shadow_gloss.integer > 0)
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_shadow_usingshadowmap2d)
{