"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
"#endif\n"
"#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD8\n"
+"float3 ShadowMapTC : TEXCOORD8,\n"
"#endif\n"
"\n"
"uniform sampler2D Texture_Normal,\n"
"#endif\n"
"\n"
"#ifdef USEREFLECTCUBE\n"
-" vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-" vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-" vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+" float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
"#endif\n"
"\n"