"uniform sampler Texture_ReflectMask : register(s5),\n",
"uniform samplerCUBE Texture_ReflectCube : register(s6),\n",
"#endif\n",
-"#ifdef MODE_LIGHTDIRECTION\n",
-"uniform half3 LightColor : register(c21),\n",
-"#endif\n",
-"#ifdef MODE_LIGHTSOURCE\n",
-"uniform half3 LightColor : register(c21),\n",
-"#endif\n",
"\n",
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
"uniform sampler Texture_Attenuation : register(s9),\n",
"#else\n",
" color.rgb = diffusetex * Color_Ambient;\n",
"#endif\n",
-" color.rgb *= LightColor;\n",
" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
"#if defined(USESHADOWMAP2D)\n",
" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
" #ifdef USEDIFFUSE\n",
" half3 lightnormal = half3(normalize(LightVector));\n",
" #endif\n",
-" #define lightcolor LightColor\n",
+" #define lightcolor 1\n",
"#endif // MODE_LIGHTDIRECTION\n",
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
" #define SHADING\n",
"#ifdef MODE_FAKELIGHT\n",
" #define SHADING\n",
" half3 lightnormal = half3(normalize(EyeVector));\n",
-" half3 lightcolor = half3(1.0,1.0,1.0);\n",
+" #define lightcolor 1\n",
"#endif // MODE_FAKELIGHT\n",
"\n",
"\n",