+"#ifdef MODE_LIGHTGRID\n",
+" // clamp the LightGrid TC Z coordinate to the first of the 3 layers, to\n",
+" // prevent repeat-artifacts for lightgrids smaller than the visible scene\n",
+" // (which is often the case - the lightgrid bounds is defined by the level\n",
+" // designer and usually matches the playable area, not the scenery around\n",
+" // it), we can rely on GL_CLAMP_TO_EDGE for this in all other directions.\n",
+" vec3 LGTC = vec3(LightGridTC.xy, min(LightGridTC.z, 0.333333));\n",
+" myhalf3 ambientcolor = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC));\n",
+" myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC + vec3(0, 0, 0.333333)));\n",
+" myhalf3 lightnormal_worldspace = cast_myhalf3(dp_texture2D(Texture_LightGrid, LGTC + vec3(0, 0, 0.6666667))) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+" myhalf3 lightnormal_modelspace = cast_myhalf3(lightnormal_worldspace * LightGridNormalMatrix);\n",
+" // convert modelspace light vector to tangentspace\n",
+" myhalf3 lightnormal;\n",
+" lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n",
+" lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n",
+" lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n",
+" lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n",
+" // now we have the light parameters, so do the shading...\n",
+"SHADEDIFFUSE\n",
+" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * (ambientcolor + diffuse * lightcolor));\n",
+"#ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+" color.rgb += glosstex.rgb * (specular * Color_Specular * lightcolor);\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",