GlStateManager.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, RenderHelper.setColorBuffer(0.2F, 0.2F, 0.2F, 1.0F));
for (int i = 0; i < 8; ++i) {
GlStateManager.disableLight(i);
GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_AMBIENT, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_POSITION, RenderHelper.setColorBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_DIFFUSE, RenderHelper.setColorBuffer(1.0F, 1.0F, 1.0F, 1.0F));
GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_SPECULAR, RenderHelper.setColorBuffer(1.0F, 1.0F, 1.0F, 1.0F));
} else {
GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_DIFFUSE, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GlStateManager.glLight(GL11.GL_LIGHT0 + i, GL11.GL_SPECULAR, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GlStateManager.setFogStart(0.0F);
GlStateManager.setFogEnd(1.0F);
GlStateManager.glFog(GL11.GL_FOG_COLOR, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 0.0F));
if (GLContext.getCapabilities().GL_NV_fog_distance) GlStateManager.glFogi(GL11.GL_FOG_MODE, 34140);
GlStateManager.texGen(GlStateManager.TexGen.R, 9216);
GlStateManager.texGen(GlStateManager.TexGen.Q, 9216);
GlStateManager.texGen(GlStateManager.TexGen.S, 9474, RenderHelper.setColorBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GlStateManager.texGen(GlStateManager.TexGen.T, 9474, RenderHelper.setColorBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GlStateManager.texGen(GlStateManager.TexGen.R, 9474, RenderHelper.setColorBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GlStateManager.texGen(GlStateManager.TexGen.Q, 9474, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GlStateManager.texGen(GlStateManager.TexGen.S, 9217, RenderHelper.setColorBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GlStateManager.texGen(GlStateManager.TexGen.T, 9217, RenderHelper.setColorBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GlStateManager.texGen(GlStateManager.TexGen.R, 9217, RenderHelper.setColorBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GlStateManager.texGen(GlStateManager.TexGen.Q, 9217, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GlStateManager.glTexEnv(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, RenderHelper.setColorBuffer(0.0F, 0.0F, 0.0F, 0.0F));