static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3])
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
+ R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false, false);
RSurf_DrawBatch();
}