 		color = vec4(0.0); //invisible by default due to using light mask
 	}
 
+	vec4 original_color = color;
+
 #ifdef MODE_LIGHT_ONLY
 	color = vec4(0.0);
 #else

#endif
			);
		}

		light_blend_compute(light_base, light_color, color.rgb);
	}

			);
		}

		light_color.rgb *= original_color.rgb;

		light_blend_compute(light_base, light_color, color.rgb);
	}
#endif
