"{\n"
" float3 adir = abs(dir);\n"
" float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-" float4 proj = texCUBEe(Texture_CubeProjection, dir);\n"
-" return float3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+" float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
+" return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
"}\n"
"# else\n"
"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
"#endif\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"out float3 LightVector : TEXCOORD5,\n"
+"out float3 LightVector : TEXCOORD1,\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
"out float3 CubeVector : TEXCOORD3,\n"
"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
"#endif\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD5,\n"
+"float3 LightVector : TEXCOORD1,\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
"float3 CubeVector : TEXCOORD3,\n"