diff --git a/Effects/model-default.eff b/Effects/model-default.eff
index fb3d92c82..ece38c79e 100644
--- a/Effects/model-default.eff
+++ b/Effects/model-default.eff
@@ -5,6 +5,7 @@
     <texture n ="0">
       <type>white</type>
     </texture>
+    <vertex-program-two-side type="bool">false</vertex-program-two-side>
   </parameters>
   <technique n="10">
     <predicate>
@@ -60,14 +61,23 @@
         </internal-format>
         -->
       </texture-unit>
+      <vertex-program-two-side>
+        <use>vertex-program-two-side</use>
+      </vertex-program-two-side>
       <program>
         <vertex-shader>Shaders/model-default.vert</vertex-shader>
-        <fragment-shader>Shaders/default.frag</fragment-shader>
+        <fragment-shader>Shaders/model-default.frag</fragment-shader>
       </program>
       <uniform>
-      <name>texture</name>
-      <type>sampler-2d</type>
-      <value type="int">0</value></uniform>
+        <name>texture</name>
+        <type>sampler-2d</type>
+        <value type="int">0</value>
+      </uniform>
+      <uniform>
+        <name>twoSideHack</name>
+        <type>bool</type>
+        <value><use>vertex-program-two-side</use></value>
+      </uniform>
     </pass>
   </technique>
   <technique n="11">
@@ -106,6 +116,10 @@
           <mode>modulate</mode>
         </environment>
       </texture-unit>
+      <!-- A two-sided lighting model is set by default near the root
+           of the scene graph. Perhaps that ought to be set in this
+           effect?
+        -->
     </pass>
   </technique>
 </PropertyList>
diff --git a/Shaders/model-default.frag b/Shaders/model-default.frag
new file mode 100644
index 000000000..2cf37e2a1
--- /dev/null
+++ b/Shaders/model-default.frag
@@ -0,0 +1,46 @@
+// -*-C++-*-
+
+varying vec4 diffuse, constantColor;
+varying vec3 normal, lightDir, halfVector;
+varying float fogCoord, alpha;
+
+uniform bool twoSideHack;
+
+uniform sampler2D texture;
+
+float luminance(vec3 color)
+{
+    return dot(vec3(0.212671, 0.715160, 0.072169), color);
+}
+
+void main()
+{
+    vec3 n, halfV;
+    float NdotL, NdotHV, fogFactor;
+    vec4 color = constantColor;
+    vec4 texel;
+    vec4 fragColor;
+    vec4 specular = vec4(0.0);
+    n = normalize(normal);
+    if (twoSideHack && gl_Color.a == 0.0)
+        n = -n;
+    NdotL = max(dot(n, lightDir), 0.0);
+    if (NdotL > 0.0) {
+        color += diffuse * NdotL;
+        halfV = normalize(halfVector);
+        NdotHV = max(dot(n, halfV), 0.0);
+        if (gl_FrontMaterial.shininess > 0.0)
+            specular.rgb = (gl_FrontMaterial.specular.rgb
+                            * gl_LightSource[0].specular.rgb
+                            * pow(NdotHV, gl_FrontMaterial.shininess));
+    }
+    color.a = alpha;
+    // This shouldn't be necessary, but our lighting becomes very
+    // saturated. Clamping the color before modulating by the texture
+    // is closer to what the OpenGL fixed function pipeline does.
+    color = clamp(color, 0.0, 1.0);
+    texel = texture2D(texture, gl_TexCoord[0].st);
+    fragColor = color * texel + specular;
+    fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
+    gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
+}
diff --git a/Shaders/model-default.vert b/Shaders/model-default.vert
index 50ba771fc..924f90c38 100644
--- a/Shaders/model-default.vert
+++ b/Shaders/model-default.vert
@@ -12,6 +12,8 @@ varying vec4 diffuse, constantColor;
 varying vec3 normal, lightDir, halfVector;
 varying float alpha, fogCoord;
 
+uniform bool twoSideHack;
+
 void main()
 {
     vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
@@ -28,6 +30,12 @@ void main()
         alpha = gl_FrontMaterial.diffuse.a;
     else
         alpha = gl_Color.a;
+    // Another hack for supporting two-sided lighting without using
+    // gl_FrontFacing in the fragment shader.
+    if (twoSideHack) {
+        gl_FrontColor = vec4(0.0, 0.0, 0.0, 1.0);
+        gl_BackColor = vec4(0.0, 0.0, 0.0, 0.0);
+    }
     constantColor =  gl_FrontLightModelProduct.sceneColor
         + gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
     fogCoord = abs(ecPosition3.z);
diff --git a/Shaders/terrain-default.frag b/Shaders/terrain-default.frag
index bd8a59964..ba189d8dd 100644
--- a/Shaders/terrain-default.frag
+++ b/Shaders/terrain-default.frag
@@ -22,8 +22,6 @@ void main()
     vec4 specular = vec4(0.0);
 
     n = normalize(normal);
-    if (!gl_FrontFacing)
-        n = -n;
     NdotL = max(dot(n, lightDir), 0.0);
     if (NdotL > 0.0) {
         color += diffuse * NdotL;