#define MATERIALFLAG_REFLECTION 1048576
// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
#define MATERIALFLAG_SORTTRANSPARENT 2097152
+// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
+#define MATERIALFLAG_MODELLIGHT 4194304
+// add directional model lighting to this material (q3bsp lightgrid only)
+#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
// combined mask of all attributes that require depth sorted rendering
#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_SORTTRANSPARENT | MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)