I can’t figure out what is causing this shader to be vertex lit, which is really annoying because it’s about 10 tones brighter than it’s surrounding brushes, making it look funny. All I want is a lightmap on it 
Here’s the shader…
textures/mp_subpen/ocean_reverse
{
qer_editorimage textures/liquids_sd/seawall_foam.tga
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_globalTexture
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm water
cull disable
{
map textures/liquids_sd/sea_bright_na.tga
tcMod scale 0.063 0.063
tcmod scroll 0.005 -0.03
}
}
I also tried adding a manual lightmap stage but it was still vertex lit. IS it something to do with globaltexture or ivector? I tried removing globaltexture and it was still vertex lit.
What must I do to light this shader? 