// Lighting basic: lbPostAo equ $2 // Address to return to after AO lbFakeAmb equ $4 // Pointer to ambient light or to 8 bytes of zeros if AO enabled lbTexgenOrRet equ $6 // ltbasic_texgen as negative if texgen, else vtx_return_from_lighting curLight equ $9 // Current light pointer with offset ambLight equ $21 // Ambient (top) light pointer with offset lbAfter equ $25 // Address to return to after main lighting loop (vertex or extras)