"#endif\n"
"}\n"
"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main(void)\n"
+"{\n"
+" dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
+"}\n"
+"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"\n"
"\n"
" myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
"#endif\n"
-"#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
-" myhalf3 lightnormal = myhalf3(0.0, 0.0, 1.0);\n"\r
-" #ifdef USELIGHTMAP\n"\r
-" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"\r
-" #else\n"\r
-" myhalf3 lightcolor = myhalf3(VertexColor.rgb);\n"\r
-" #endif\n"\r
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
+" #define SHADING\n"
+" // forced deluxemap on lightmapped/vertexlit surfaces\n"
+" myhalf3 lightnormal = myhalf3(0.0, 0.0, 1.0);\n"
+" #ifdef USELIGHTMAP\n"
+" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
+" #else\n"
+" myhalf3 lightcolor = myhalf3(VertexColor.rgb);\n"
+" #endif\n"
"#endif\n"
"#ifdef MODE_FAKELIGHT\n"
" #define SHADING\n"