 #if defined(_VERTEX_COLORS)
                 fixed4 color : COLOR0;
 #endif
+#if defined(_SPHERICAL_HARMONICS)
+                fixed3 ambient : COLOR1;
+#endif
 #if defined(_IRIDESCENCE)
-                fixed3 iridescentColor : COLOR1;
+                fixed3 iridescentColor : COLOR2;
 #endif
 #if defined(_WORLD_POSITION)
 #if defined(_NEAR_PLANE_FADE)

                // Final lighting mix.
                fixed4 output = albedo;
#if defined(_SPHERICAL_HARMONICS)
                fixed3 ambient = ShadeSH9(float4(worldNormal, 1.0));
#else
                fixed3 ambient = glstate_lightmodel_ambient + fixed3(0.25, 0.25, 0.25);
#endif


#if defined(_VERTEX_COLORS)
                o.color = v.color;
#endif

#if defined(_SPHERICAL_HARMONICS)
                o.ambient = ShadeSH9(float4(worldNormal, 1.0));
#endif

#if defined(_IRIDESCENCE)
