//=======================================================================================================================================================
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"