GetTokenAppend( shaderText, qfalse );
sprintf( temp, "*mat_%s", token );
if ( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
GetTokenAppend( shaderText, qfalse );
sprintf( temp, "*mat_%s", token );
if ( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {