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Environment map S and T are (N.L + 1) / 2 with L the light's vector as lighting uses it: from the vertex to the light for point and spot lights, a zero vector staying zero, and the half vector for a light that does specular. Whether lighting or the light is enabled still doesn't matter (gpu/lighting/shademap). The vertex shader ID now carries the type and computation of the shade mapping lights (the ubershader reads them from u_lightControl), so both shader caches get a new version. Fixes the hair shine in iDOLM@STER SP (#12376). Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>