//=======================================================================================================================================================
static const char *builtinshaderstring =
+"/* The engine may define the following macros:\n"
+"#define VERTEX_SHADER\n"
+"#define GEOMETRY_SHADER\n"
+"#define FRAGMENT_SHADER\n"
+"#define MODE_GENERIC\n"
+"#define MODE_POSTPROCESS\n"
+"#define MODE_DEPTH_OR_SHADOW\n"
+"#define MODE_FLATCOLOR\n"
+"#define MODE_VERTEXCOLOR\n"
+"#define MODE_LIGHTMAP\n"
+"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"#define MODE_LIGHTDIRECTION\n"
+"#define MODE_LIGHTSOURCE\n"
+"#define MODE_REFRACTION\n"
+"#define MODE_WATER\n"
+"#define MODE_SHOWDEPTH\n"
+"#define MODE_DEFERREDGEOMETRY\n"
+"#define MODE_DEFERREDLIGHTSOURCE\n"
+"#define USEDIFFUSE\n"
+"#define USEVERTEXTEXTUREBLEND\n"
+"#define USEVIEWTINT\n"
+"#define USECOLORMAPPING\n"
+"#define USESATURATION\n"
+"#define USEFOGINSIDE\n"
+"#define USEFOGOUTSIDE\n"
+"#define USEFOGHEIGHTTEXTURE\n"
+"#define USEGAMMARAMPS\n"
+"#define USECUBEFILTER\n"
+"#define USEGLOW\n"
+"#define USEBLOOM\n"
+"#define USESPECULAR\n"
+"#define USEPOSTPROCESSING\n"
+"#define USEEXACTSPECULARMATH\n"
+"#define USEREFLECTION\n"
+"#define USEOFFSETMAPPING\n"
+"#define USEOFFSETMAPPING_RELIEFMAPPING\n"
+"#define USESHADOWMAPRECT\n"
+"#define USESHADOWMAPCUBE\n"
+"#define USESHADOWMAP2D\n"
+"#define USESHADOWMAPPCF 1\n"
+"#define USESHADOWMAPPCF 2\n"
+"#define USESHADOWSAMPLER\n"
+"#define USESHADOWMAPVSDCT\n"
+"#define USESHADOWMAPORTHO\n"
+"#define USEDEFERREDLIGHTMAP\n"
+"#define USEALPHAKILL\n"
+"#define USEREFLECTCUBE\n"
+"*/\n"
"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"