"uniform highp mat4 ModelViewMatrix;\n"
"void main(void)\n"
"{\n"
-" TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
+" TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
" VertexColor = Attrib_Color;\n"
" TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
" EyeVectorFogDepth.w = 0.0;\n"
"#endif\n"
"\n"
-" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n"
-" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n"
-" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n"
+" VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
+" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
+" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
"}\n"
"#endif // VERTEX_SHADER\n"
" float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
"#endif\n"
"\n"
-" dp_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
+" dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDGEOMETRY\n"