]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - dpsoftrast.c
try to keep inter-span variables for texturing in sse registers
[xonotic/darkplaces.git] / dpsoftrast.c
index b1a7ca68bef72b984f489bf98a6c7e88f594cf0f..c667848bb325612637ad4d0e400d4a407c763ff3 100644 (file)
@@ -1,60 +1,40 @@
 
-#include <memory.h>
-#include "dpsoftrast.h"
 #include <stdio.h>
+#include <string.h>
 #include <math.h>
+#include "quakedef.h"
+#include "dpsoftrast.h"
 
-#undef true
-#undef false
 #ifndef __cplusplus
-typedef enum bool {false, true} bool;
+typedef qboolean bool;
 #endif
 
-#if defined(__GNUC__) || (defined(_MSC_VER) && _MSC_VER >= 1400)
-#define RESTRICT __restrict
+#if defined(__GNUC__)
+#define ALIGN(var) var __attribute__((__aligned__(16)))
+#elif defined(_MSC_VER)
+#define ALIGN(var) __declspec(align(16)) var
 #else
-#define RESTRICT
+#define ALIGN(var) var
 #endif
 
-#define GL_NONE                                        0
-#define GL_FRONT_LEFT                  0x0400
-#define GL_FRONT_RIGHT                 0x0401
-#define GL_BACK_LEFT                   0x0402
-#define GL_BACK_RIGHT                  0x0403
-#define GL_FRONT                               0x0404
-#define GL_BACK                                        0x0405
-#define GL_LEFT                                        0x0406
-#define GL_RIGHT                               0x0407
-#define GL_FRONT_AND_BACK              0x0408
-#define GL_AUX0                                        0x0409
-#define GL_AUX1                                        0x040A
-#define GL_AUX2                                        0x040B
-#define GL_AUX3                                        0x040C
-
-#define GL_NEVER                               0x0200
-#define GL_LESS                                        0x0201
-#define GL_EQUAL                               0x0202
-#define GL_LEQUAL                              0x0203
-#define GL_GREATER                             0x0204
-#define GL_NOTEQUAL                            0x0205
-#define GL_GEQUAL                              0x0206
-#define GL_ALWAYS                              0x0207
-
-#define GL_ZERO                                        0x0
-#define GL_ONE                                 0x1
-#define GL_SRC_COLOR                           0x0300
-#define GL_ONE_MINUS_SRC_COLOR                 0x0301
-#define GL_DST_COLOR                           0x0306
-#define GL_ONE_MINUS_DST_COLOR                 0x0307
-#define GL_SRC_ALPHA                           0x0302
-#define GL_ONE_MINUS_SRC_ALPHA                 0x0303
-#define GL_DST_ALPHA                           0x0304
-#define GL_ONE_MINUS_DST_ALPHA                 0x0305
-#define GL_SRC_ALPHA_SATURATE                  0x0308
-#define GL_CONSTANT_COLOR                      0x8001
-#define GL_ONE_MINUS_CONSTANT_COLOR            0x8002
-#define GL_CONSTANT_ALPHA                      0x8003
-#define GL_ONE_MINUS_CONSTANT_ALPHA            0x8004
+#ifdef SSE2_PRESENT
+#include <emmintrin.h>
+
+#define MM_MALLOC(size) _mm_malloc(size, 16)
+
+static void *MM_CALLOC(size_t nmemb, size_t size)
+{
+       void *ptr = _mm_malloc(nmemb*size, 16);
+       if(ptr != NULL) memset(ptr, 0, nmemb*size);
+       return ptr;
+}
+
+#define MM_FREE _mm_free
+#else
+#define MM_MALLOC(size) malloc(size)
+#define MM_CALLOC(nmemb, size) calloc(nmemb, size)
+#define MM_FREE free
+#endif
 
 typedef enum DPSOFTRAST_ARRAY_e
 {
@@ -110,7 +90,7 @@ DPSOFTRAST_State_User;
 
 #define DPSOFTRAST_MAXSUBSPAN 16
 
-typedef struct DPSOFTRAST_State_Draw_Span_s
+typedef ALIGN(struct DPSOFTRAST_State_Draw_Span_s
 {
        int start; // pixel index
        int length; // pixel count
@@ -123,9 +103,9 @@ typedef struct DPSOFTRAST_State_Draw_Span_s
        // [0][DPSOFTRAST_ARRAY_TOTAL][] is start screencoord4f
        // [1][DPSOFTRAST_ARRAY_TOTAL][] is end screencoord4f
        // NOTE: screencoord4f[3] is W (basically 1/Z), useful for depthbuffer
-       float data[2][DPSOFTRAST_ARRAY_TOTAL+1][4];
+       ALIGN(float data[2][DPSOFTRAST_ARRAY_TOTAL+1][4]);
 }
-DPSOFTRAST_State_Draw_Span;
+DPSOFTRAST_State_Draw_Span);
 
 #define DPSOFTRAST_DRAW_MAXSPANQUEUE 1024
 
@@ -165,7 +145,7 @@ typedef enum DPSOFTRAST_BLENDMODE_e
 }
 DPSOFTRAST_BLENDMODE;
 
-typedef struct DPSOFTRAST_State_s
+typedef ALIGN(struct DPSOFTRAST_State_s
 {
        // DPSOFTRAST_VALIDATE_ flags
        int validate;
@@ -188,7 +168,7 @@ typedef struct DPSOFTRAST_State_s
 
        int shader_mode;
        int shader_permutation;
-       float uniform4f[DPSOFTRAST_UNIFORM_TOTAL*4];
+       ALIGN(float uniform4f[DPSOFTRAST_UNIFORM_TOTAL*4]);
        int uniform1i[DPSOFTRAST_UNIFORM_TOTAL];
 
        // derived values (DPSOFTRAST_VALIDATE_FB)
@@ -218,10 +198,12 @@ typedef struct DPSOFTRAST_State_s
 
        DPSOFTRAST_State_Draw draw;
 }
-DPSOFTRAST_State;
+DPSOFTRAST_State);
 
 DPSOFTRAST_State dpsoftrast;
 
+extern int dpsoftrast_test;
+
 #define DPSOFTRAST_DEPTHSCALE (1024.0f*1048576.0f)
 #define DPSOFTRAST_BGRA8_FROM_RGBA32F(r,g,b,a) (((int)(r * 255.0f + 0.5f) << 16) | ((int)(g * 255.0f + 0.5f) << 8) | (int)(b * 255.0f + 0.5f) | ((int)(a * 255.0f + 0.5f) << 24))
 #define DPSOFTRAST_DEPTH32_FROM_DEPTH32F(d) ((int)(DPSOFTRAST_DEPTHSCALE * (1-d)))
@@ -458,7 +440,7 @@ int DPSOFTRAST_Texture_New(int flags, int width, int height, int depth)
        texture->size = size;
 
        // allocate the pixels now
-       texture->bytes = calloc(1, size);
+       texture->bytes = (unsigned char *)MM_CALLOC(1, size);
 
        return texnum;
 }
@@ -467,7 +449,7 @@ void DPSOFTRAST_Texture_Free(int index)
        DPSOFTRAST_Texture *texture;
        texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return;
        if (texture->bytes)
-               free(texture->bytes);
+               MM_FREE(texture->bytes);
        texture->bytes = NULL;
        memset(texture, 0, sizeof(*texture));
        // adjust the free range and used range
@@ -576,25 +558,25 @@ int DPSOFTRAST_Texture_GetWidth(int index, int mip)
 {
        DPSOFTRAST_Texture *texture;
        texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
-       return texture->width;
+       return texture->mipmap[mip][2];
 }
 int DPSOFTRAST_Texture_GetHeight(int index, int mip)
 {
        DPSOFTRAST_Texture *texture;
        texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
-       return texture->height;
+       return texture->mipmap[mip][3];
 }
 int DPSOFTRAST_Texture_GetDepth(int index, int mip)
 {
        DPSOFTRAST_Texture *texture;
        texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
-       return texture->depth;
+       return texture->mipmap[mip][4];
 }
 unsigned char *DPSOFTRAST_Texture_GetPixelPointer(int index, int mip)
 {
        DPSOFTRAST_Texture *texture;
        texture = DPSOFTRAST_Texture_GetByIndex(index);if (!texture) return 0;
-       return texture->bytes;
+       return texture->bytes + texture->mipmap[mip][0];
 }
 void DPSOFTRAST_Texture_Filter(int index, DPSOFTRAST_TEXTURE_FILTER filter)
 {
@@ -919,22 +901,48 @@ void DPSOFTRAST_Uniform4fvARB(DPSOFTRAST_UNIFORM index, const float *v)
 }
 void DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM index, int arraysize, int transpose, const float *v)
 {
-       dpsoftrast.uniform4f[index*4+0] = v[0];
-       dpsoftrast.uniform4f[index*4+1] = v[1];
-       dpsoftrast.uniform4f[index*4+2] = v[2];
-       dpsoftrast.uniform4f[index*4+3] = v[3];
-       dpsoftrast.uniform4f[index*4+4] = v[4];
-       dpsoftrast.uniform4f[index*4+5] = v[5];
-       dpsoftrast.uniform4f[index*4+6] = v[6];
-       dpsoftrast.uniform4f[index*4+7] = v[7];
-       dpsoftrast.uniform4f[index*4+8] = v[8];
-       dpsoftrast.uniform4f[index*4+9] = v[9];
-       dpsoftrast.uniform4f[index*4+10] = v[10];
-       dpsoftrast.uniform4f[index*4+11] = v[11];
-       dpsoftrast.uniform4f[index*4+12] = v[12];
-       dpsoftrast.uniform4f[index*4+13] = v[13];
-       dpsoftrast.uniform4f[index*4+14] = v[14];
-       dpsoftrast.uniform4f[index*4+15] = v[15];
+       int i;
+       for (i = 0;i < arraysize;i++, index += 4, v += 16)
+       {
+               if (transpose)
+               {
+                       dpsoftrast.uniform4f[index*4+0] = v[0];
+                       dpsoftrast.uniform4f[index*4+1] = v[4];
+                       dpsoftrast.uniform4f[index*4+2] = v[8];
+                       dpsoftrast.uniform4f[index*4+3] = v[12];
+                       dpsoftrast.uniform4f[index*4+4] = v[1];
+                       dpsoftrast.uniform4f[index*4+5] = v[5];
+                       dpsoftrast.uniform4f[index*4+6] = v[9];
+                       dpsoftrast.uniform4f[index*4+7] = v[13];
+                       dpsoftrast.uniform4f[index*4+8] = v[2];
+                       dpsoftrast.uniform4f[index*4+9] = v[6];
+                       dpsoftrast.uniform4f[index*4+10] = v[10];
+                       dpsoftrast.uniform4f[index*4+11] = v[14];
+                       dpsoftrast.uniform4f[index*4+12] = v[3];
+                       dpsoftrast.uniform4f[index*4+13] = v[7];
+                       dpsoftrast.uniform4f[index*4+14] = v[11];
+                       dpsoftrast.uniform4f[index*4+15] = v[15];
+               }
+               else
+               {
+                       dpsoftrast.uniform4f[index*4+0] = v[0];
+                       dpsoftrast.uniform4f[index*4+1] = v[1];
+                       dpsoftrast.uniform4f[index*4+2] = v[2];
+                       dpsoftrast.uniform4f[index*4+3] = v[3];
+                       dpsoftrast.uniform4f[index*4+4] = v[4];
+                       dpsoftrast.uniform4f[index*4+5] = v[5];
+                       dpsoftrast.uniform4f[index*4+6] = v[6];
+                       dpsoftrast.uniform4f[index*4+7] = v[7];
+                       dpsoftrast.uniform4f[index*4+8] = v[8];
+                       dpsoftrast.uniform4f[index*4+9] = v[9];
+                       dpsoftrast.uniform4f[index*4+10] = v[10];
+                       dpsoftrast.uniform4f[index*4+11] = v[11];
+                       dpsoftrast.uniform4f[index*4+12] = v[12];
+                       dpsoftrast.uniform4f[index*4+13] = v[13];
+                       dpsoftrast.uniform4f[index*4+14] = v[14];
+                       dpsoftrast.uniform4f[index*4+15] = v[15];
+               }
+       }
 }
 void DPSOFTRAST_Uniform1iARB(DPSOFTRAST_UNIFORM index, int i0)
 {
@@ -958,8 +966,8 @@ void DPSOFTRAST_Draw_LoadVertices(int firstvertex, int numvertices, bool needcol
                while (dpsoftrast.draw.maxvertices < dpsoftrast.draw.numvertices)
                        dpsoftrast.draw.maxvertices *= 2;
                if (dpsoftrast.draw.in_array4f[0])
-                       free(dpsoftrast.draw.in_array4f[0]);
-               data = calloc(1, dpsoftrast.draw.maxvertices * sizeof(float[4])*(DPSOFTRAST_ARRAY_TOTAL*2 + 1));
+                       MM_FREE(dpsoftrast.draw.in_array4f[0]);
+               data = (float *)MM_CALLOC(1, dpsoftrast.draw.maxvertices * sizeof(float[4])*(DPSOFTRAST_ARRAY_TOTAL*2 + 1));
                for (i = 0;i < DPSOFTRAST_ARRAY_TOTAL;i++, data += dpsoftrast.draw.maxvertices * 4)
                        dpsoftrast.draw.in_array4f[i] = data;
                for (i = 0;i < DPSOFTRAST_ARRAY_TOTAL;i++, data += dpsoftrast.draw.maxvertices * 4)
@@ -1172,36 +1180,27 @@ void DPSOFTRAST_Draw_DebugEdgePoints(const float *screen0, const float *screen1)
        }
 }
 
-void DPSOFTRAST_Draw_VertexShaderLightDirection(void)
-{
-}
-
-void DPSOFTRAST_Draw_Span_Begin(const DPSOFTRAST_State_Draw_Span *span, float *zf)
+void DPSOFTRAST_Draw_Span_Begin(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *zf)
 {
        int x;
        int startx = span->startx;
        int endx = span->endx;
        float w = span->data[0][DPSOFTRAST_ARRAY_TOTAL][3];
        float wslope = span->data[1][DPSOFTRAST_ARRAY_TOTAL][3];
+       float endz = 1.0f / (w + wslope * startx);
        for (x = startx;x < endx;)
        {
-               int endsub = x + DPSOFTRAST_MAXSUBSPAN-1;
-               float z = 1.0f / (w + wslope * x), dz;
-               if (endsub >= endx)
-               {
-                       endsub = endx-1;
-                       dz = endsub > x ? (1.0f / (w + wslope * endsub) - z) / (endsub - x) : 0.0f;
-               }
-               else
-               {
-                       dz = (1.0f / (w + wslope * endsub) - z) * (1.0f / (DPSOFTRAST_MAXSUBSPAN-1));
-               }
+               int nextsub = x + DPSOFTRAST_MAXSUBSPAN, endsub = nextsub - 1;
+               float z = endz, dz;
+               if(nextsub >= endx) nextsub = endsub = endx-1;
+               endz = 1.0f / (w + wslope * nextsub);
+               dz = x < nextsub ? (endz - z) / (nextsub - x) : 0.0f;
                for (; x <= endsub; x++, z += dz)
                        zf[x] = z;
        }
 }
 
-void DPSOFTRAST_Draw_Span_Finish(const DPSOFTRAST_State_Draw_Span *span, const float * RESTRICT in4f)
+void DPSOFTRAST_Draw_Span_Finish(const DPSOFTRAST_State_Draw_Span * RESTRICT span, const float * RESTRICT in4f)
 {
        int x;
        int startx = span->startx;
@@ -1365,7 +1364,151 @@ void DPSOFTRAST_Draw_Span_Finish(const DPSOFTRAST_State_Draw_Span *span, const f
        }
 }
 
-void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf)
+void DPSOFTRAST_Draw_Span_FinishBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, const unsigned char* RESTRICT in4ub)
+{
+       int x;
+       int startx = span->startx;
+       int endx = span->endx;
+       int d[4];
+       const unsigned int * RESTRICT ini = (const unsigned int *)in4ub;
+       int a, b;
+       unsigned char * RESTRICT pixelmask = span->pixelmask;
+       unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0];
+       unsigned int * RESTRICT pixeli = (unsigned int *)dpsoftrast.fb_colorpixels[0];
+       if (!pixel)
+               return;
+       pixel += span->start * 4;
+       pixeli += span->start;
+       // handle alphatest now (this affects depth writes too)
+       if (dpsoftrast.user.alphatest)
+               for (x = startx;x < endx;x++)
+                       if (in4ub[x*4+3] < 0.5f)
+                               pixelmask[x] = false;
+       // FIXME: this does not handle bigendian
+       switch(dpsoftrast.fb_blendmode)
+       {
+       case DPSOFTRAST_BLENDMODE_OPAQUE:
+               for (x = startx;x < endx;x++)
+                       if (pixelmask[x])
+                               pixeli[x] = ini[x];
+               break;
+       case DPSOFTRAST_BLENDMODE_ALPHA:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       a = in4ub[x*4+3];
+                       b = 256 - in4ub[x*4+3];
+                       pixel[x*4+0] = (in4ub[x*4+0]*a+pixel[x*4+0]*b) >> 8;
+                       pixel[x*4+1] = (in4ub[x*4+1]*a+pixel[x*4+1]*b) >> 8;
+                       pixel[x*4+2] = (in4ub[x*4+2]*a+pixel[x*4+2]*b) >> 8;
+                       pixel[x*4+3] = (in4ub[x*4+3]*a+pixel[x*4+3]*b) >> 8;
+               }
+               break;
+       case DPSOFTRAST_BLENDMODE_ADDALPHA:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       a = in4ub[x*4+3];
+                       d[0] = (((in4ub[x*4+0]*a)>>8)+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+                       d[1] = (((in4ub[x*4+1]*a)>>8)+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+                       d[2] = (((in4ub[x*4+2]*a)>>8)+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+                       d[3] = (((in4ub[x*4+3]*a)>>8)+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+                       pixel[x*4+0] = d[0];
+                       pixel[x*4+1] = d[1];
+                       pixel[x*4+2] = d[2];
+                       pixel[x*4+3] = d[3];
+               }
+               break;
+       case DPSOFTRAST_BLENDMODE_ADD:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       d[0] = (in4ub[x*4+0]+pixel[x*4+0]);if (d[0] > 255) d[0] = 255;
+                       d[1] = (in4ub[x*4+1]+pixel[x*4+1]);if (d[1] > 255) d[1] = 255;
+                       d[2] = (in4ub[x*4+2]+pixel[x*4+2]);if (d[2] > 255) d[2] = 255;
+                       d[3] = (in4ub[x*4+3]+pixel[x*4+3]);if (d[3] > 255) d[3] = 255;
+                       pixel[x*4+0] = d[0];
+                       pixel[x*4+1] = d[1];
+                       pixel[x*4+2] = d[2];
+                       pixel[x*4+3] = d[3];
+               }
+               break;
+       case DPSOFTRAST_BLENDMODE_INVMOD:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       pixel[x*4+0] = ((255-in4ub[x*4+0])*pixel[x*4+0])>>8;
+                       pixel[x*4+1] = ((255-in4ub[x*4+1])*pixel[x*4+1])>>8;
+                       pixel[x*4+2] = ((255-in4ub[x*4+2])*pixel[x*4+2])>>8;
+                       pixel[x*4+3] = ((255-in4ub[x*4+3])*pixel[x*4+3])>>8;
+               }
+               break;
+       case DPSOFTRAST_BLENDMODE_MUL:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       pixel[x*4+0] = (in4ub[x*4+0]*pixel[x*4+0])>>8;
+                       pixel[x*4+1] = (in4ub[x*4+1]*pixel[x*4+1])>>8;
+                       pixel[x*4+2] = (in4ub[x*4+2]*pixel[x*4+2])>>8;
+                       pixel[x*4+3] = (in4ub[x*4+3]*pixel[x*4+3])>>8;
+               }
+               break;
+       case DPSOFTRAST_BLENDMODE_MUL2:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       d[0] = (in4ub[x*4+0]*pixel[x*4+0])>>7;if (d[0] > 255) d[0] = 255;
+                       d[1] = (in4ub[x*4+1]*pixel[x*4+1])>>7;if (d[1] > 255) d[1] = 255;
+                       d[2] = (in4ub[x*4+2]*pixel[x*4+2])>>7;if (d[2] > 255) d[2] = 255;
+                       d[3] = (in4ub[x*4+3]*pixel[x*4+3])>>7;if (d[3] > 255) d[3] = 255;
+                       pixel[x*4+0] = d[0];
+                       pixel[x*4+1] = d[1];
+                       pixel[x*4+2] = d[2];
+                       pixel[x*4+3] = d[3];
+               }
+               break;
+       case DPSOFTRAST_BLENDMODE_SUBALPHA:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       a = in4ub[x*4+3];
+                       d[0] = pixel[x*4+0]-((in4ub[x*4+0]*a)>>8);if (d[0] < 0) d[0] = 0;
+                       d[1] = pixel[x*4+1]-((in4ub[x*4+1]*a)>>8);if (d[1] < 0) d[1] = 0;
+                       d[2] = pixel[x*4+2]-((in4ub[x*4+2]*a)>>8);if (d[2] < 0) d[2] = 0;
+                       d[3] = pixel[x*4+3]-((in4ub[x*4+3]*a)>>8);if (d[3] < 0) d[3] = 0;
+                       pixel[x*4+0] = d[0];
+                       pixel[x*4+1] = d[1];
+                       pixel[x*4+2] = d[2];
+                       pixel[x*4+3] = d[3];
+               }
+               break;
+       case DPSOFTRAST_BLENDMODE_PSEUDOALPHA:
+               for (x = startx;x < endx;x++)
+               {
+                       if (!pixelmask[x])
+                               continue;
+                       b = 255 - in4ub[x*4+3];
+                       d[0] = in4ub[x*4+0]+((pixel[x*4+0]*b)>>8);if (d[0] > 255) d[0] = 255;
+                       d[1] = in4ub[x*4+1]+((pixel[x*4+1]*b)>>8);if (d[1] > 255) d[1] = 255;
+                       d[2] = in4ub[x*4+2]+((pixel[x*4+2]*b)>>8);if (d[2] > 255) d[2] = 255;
+                       d[3] = in4ub[x*4+3]+((pixel[x*4+3]*b)>>8);if (d[3] > 255) d[3] = 255;
+                       pixel[x*4+0] = d[0];
+                       pixel[x*4+1] = d[1];
+                       pixel[x*4+2] = d[2];
+                       pixel[x*4+3] = d[3];
+               }
+               break;
+       }
+}
+
+void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float * RESTRICT out4f, int texunitindex, int arrayindex, const float * RESTRICT zf)
 {
        int x;
        int startx = span->startx;
@@ -1374,7 +1517,7 @@ void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *spa
        float c[4];
        float data[4];
        float slope[4];
-       float tc[2];
+       float tc[2], endtc[2];
        float tcscale[2];
        unsigned int tci[2];
        unsigned int tci1[2];
@@ -1436,67 +1579,38 @@ void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *spa
        tcimax[1] = texture->mipmap[mip][3]-1;
        tciwrapmask[0] = texture->mipmap[mip][2]-1;
        tciwrapmask[1] = texture->mipmap[mip][3]-1;
+       endtc[0] = (data[0] + slope[0]*startx) * zf[startx] * tcscale[0] - 0.5f;
+       endtc[1] = (data[1] + slope[1]*startx) * zf[startx] * tcscale[1] - 0.5f;
        for (x = startx;x < endx;)
        {
-               float endtc[2];
                unsigned int subtc[2];
                unsigned int substep[2];
-               int endsub = x + DPSOFTRAST_MAXSUBSPAN-1;
-               float subscale = 4096.0f/(DPSOFTRAST_MAXSUBSPAN-1);
-               if (endsub >= endx)
+               float subscale = 65536.0f/DPSOFTRAST_MAXSUBSPAN;
+               int nextsub = x + DPSOFTRAST_MAXSUBSPAN, endsub = nextsub - 1;
+               if(nextsub >= endx)
                {
-                       endsub = endx-1;
-                       subscale = endsub > x ? 4096.0f / (endsub - x) : 1.0f;
+                       nextsub = endsub = endx-1;      
+                       if(x < nextsub) subscale = 65536.0f / (nextsub - x);
                }
-               tc[0] = (data[0] + slope[0]*x) * zf[x] * tcscale[0] - 0.5f;
-               tc[1] = (data[1] + slope[1]*x) * zf[x] * tcscale[1] - 0.5f;
-               endtc[0] = (data[0] + slope[0]*endsub) * zf[endsub] * tcscale[0] - 0.5f;
-               endtc[1] = (data[1] + slope[1]*endsub) * zf[endsub] * tcscale[1] - 0.5f;
+               tc[0] = endtc[0];
+               tc[1] = endtc[1];
+               endtc[0] = (data[0] + slope[0]*nextsub) * zf[nextsub] * tcscale[0] - 0.5f;
+               endtc[1] = (data[1] + slope[1]*nextsub) * zf[nextsub] * tcscale[1] - 0.5f;
                substep[0] = (endtc[0] - tc[0]) * subscale;
                substep[1] = (endtc[1] - tc[1]) * subscale;
-               subtc[0] = tc[0] * (1<<12);
-               subtc[1] = tc[1] * (1<<12);
-               if (!(flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE))
-               {
-                       subtc[0] &= (tciwrapmask[0]<<12)|0xFFF;
-                       subtc[1] &= (tciwrapmask[1]<<12)|0xFFF;
-               }
+               subtc[0] = tc[0] * (1<<16);
+               subtc[1] = tc[1] * (1<<16);
                if(filter)
                {
-                       tci[0] = (subtc[0]>>12) - tcimin[0];
-                       tci[1] = (subtc[1]>>12) - tcimin[0];
-                       tci1[0] = ((subtc[0] + (endsub - x)*substep[0])>>12) + 1;
-                       tci1[1] = ((subtc[1] + (endsub - x)*substep[1])>>12) + 1;
-                       if (tci[0] <= tcimax[0] && tci[1] <= tcimax[1] && tci1[0] <= tcimax[0] && tci1[1] <= tcimax[1])
-                       {
-                               for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
-                               {
-                                       unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
-                                       unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
-                                       unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
-                                       tci[0] = subtc[0]>>12;
-                                       tci[1] = subtc[1]>>12;
-                                       pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
-                                       pixel[1] = pixel[0] + 4 * tciwidth;
-                                       c[0] = (pixel[0][2]*lerp[0]+pixel[0][4+2]*lerp[1]+pixel[1][2]*lerp[2]+pixel[1][4+2]*lerp[3]) * (1.0f / 0xFF000000);
-                                       c[1] = (pixel[0][1]*lerp[0]+pixel[0][4+1]*lerp[1]+pixel[1][1]*lerp[2]+pixel[1][4+1]*lerp[3]) * (1.0f / 0xFF000000);
-                                       c[2] = (pixel[0][0]*lerp[0]+pixel[0][4+0]*lerp[1]+pixel[1][0]*lerp[2]+pixel[1][4+0]*lerp[3]) * (1.0f / 0xFF000000);
-                                       c[3] = (pixel[0][3]*lerp[0]+pixel[0][4+3]*lerp[1]+pixel[1][3]*lerp[2]+pixel[1][4+3]*lerp[3]) * (1.0f / 0xFF000000);
-                                       out4f[x*4+0] = c[0];
-                                       out4f[x*4+1] = c[1];
-                                       out4f[x*4+2] = c[2];
-                                       out4f[x*4+3] = c[3];
-                               }
-                       }
-                       else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+                       if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
                        {
                                for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
                                {
                                        unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
                                        unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
                                        unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
-                                       tci[0] = subtc[0]>>12;
-                                       tci[1] = subtc[1]>>12;
+                                       tci[0] = subtc[0]>>16;
+                                       tci[1] = subtc[1]>>16;
                                        tci1[0] = tci[0] + 1;
                                        tci1[1] = tci[1] + 1;
                                        tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
@@ -1524,8 +1638,8 @@ void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *spa
                                        unsigned int frac[2] = { subtc[0]&0xFFF, subtc[1]&0xFFF };
                                        unsigned int ifrac[2] = { 0x1000 - frac[0], 0x1000 - frac[1] };
                                        unsigned int lerp[4] = { ifrac[0]*ifrac[1], frac[0]*ifrac[1], ifrac[0]*frac[1], frac[0]*frac[1] };
-                                       tci[0] = subtc[0]>>12;
-                                       tci[1] = subtc[1]>>12;
+                                       tci[0] = subtc[0]>>16;
+                                       tci[1] = subtc[1]>>16;
                                        tci1[0] = tci[0] + 1;
                                        tci1[1] = tci[1] + 1;
                                        tci[0] &= tciwrapmask[0];
@@ -1551,8 +1665,8 @@ void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *spa
                {
                        for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
                        {
-                               tci[0] = subtc[0]>>12;
-                               tci[1] = subtc[1]>>12;
+                               tci[0] = subtc[0]>>16;
+                               tci[1] = subtc[1]>>16;
                                tci[0] = tci[0] >= tcimin[0] ? (tci[0] <= tcimax[0] ? tci[0] : tcimax[0]) : tcimin[0];
                                tci[1] = tci[1] >= tcimin[1] ? (tci[1] <= tcimax[1] ? tci[1] : tcimax[1]) : tcimin[1];
                                pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
@@ -1570,8 +1684,8 @@ void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *spa
                {
                        for (; x <= endsub; x++, subtc[0] += substep[0], subtc[1] += substep[1])
                        {
-                               tci[0] = subtc[0]>>12;
-                               tci[1] = subtc[1]>>12;
+                               tci[0] = subtc[0]>>16;
+                               tci[1] = subtc[1]>>16;
                                tci[0] &= tciwrapmask[0];
                                tci[1] &= tciwrapmask[1];
                                pixel[0] = pixelbase + 4 * (tci[1]*tciwidth+tci[0]);
@@ -1588,7 +1702,221 @@ void DPSOFTRAST_Draw_Span_Texture2DVarying(const DPSOFTRAST_State_Draw_Span *spa
        }
 }
 
-void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *in4f, int arrayindex, const float *zf)
+void DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
+{
+#ifdef SSE2_PRESENT
+       int x;
+       int startx = span->startx;
+       int endx = span->endx;
+       int flags;
+       __m128 data, slope, tcscale;
+       __m128i tcsize, tcmask, tcoffset, tcmax;
+       __m128 tc, endtc;
+       __m128i subtc, substep, endsubtc;
+       int filter;
+       int mip;
+       unsigned int *outi = (unsigned int *)out4ub;
+       const unsigned char * RESTRICT pixelbase;
+       DPSOFTRAST_Texture *texture = dpsoftrast.texbound[texunitindex];
+       // if no texture is bound, just fill it with white
+       if (!texture)
+       {
+               memset(out4ub + startx*4, 255, span->length*4);
+               return;
+       }
+       mip = span->mip[texunitindex];
+       // if this mipmap of the texture is 1 pixel, just fill it with that color
+       if (texture->mipmap[mip][1] == 4)
+       {
+               unsigned int k = *((const unsigned int *)texture->bytes);
+               for (x = startx;x < endx;x++)
+                       outi[x] = k;
+               return;
+       }
+       filter = texture->filter & DPSOFTRAST_TEXTURE_FILTER_LINEAR;
+       data = _mm_load_ps(span->data[0][arrayindex]);
+       slope = _mm_load_ps(span->data[1][arrayindex]);
+       flags = texture->flags;
+       pixelbase = (const unsigned char *)texture->bytes + texture->mipmap[mip][0];
+       tcsize = _mm_shuffle_epi32(_mm_loadu_si128((const __m128i *)&texture->mipmap[mip][0]), _MM_SHUFFLE(3, 2, 3, 2));
+       tcmask = _mm_sub_epi32(tcsize, _mm_set1_epi32(1));
+       tcscale = _mm_cvtepi32_ps(tcsize);
+       data = _mm_mul_ps(_mm_shuffle_ps(data, data, _MM_SHUFFLE(1, 0, 1, 0)), tcscale);
+       slope = _mm_mul_ps(_mm_shuffle_ps(slope, slope, _MM_SHUFFLE(1, 0, 1, 0)), tcscale);
+       endtc = _mm_sub_ps(_mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(startx))), _mm_set1_ps(zf[startx])), _mm_set1_ps(0.5f));
+       endsubtc = _mm_cvtps_epi32(_mm_mul_ps(endtc, _mm_set1_ps(65536.0f)));
+       tcoffset = _mm_add_epi32(_mm_slli_epi32(_mm_shuffle_epi32(tcsize, _MM_SHUFFLE(0, 0, 0, 0)), 18), _mm_set1_epi32(4));
+       tcmax = filter ? _mm_packs_epi32(tcmask, tcmask) : _mm_slli_epi32(tcmask, 16);  
+       for (x = startx;x < endx;)
+       {
+               int nextsub = x + DPSOFTRAST_MAXSUBSPAN, endsub = nextsub - 1;
+               __m128 subscale = _mm_set1_ps(65536.0f/DPSOFTRAST_MAXSUBSPAN);
+               if(nextsub >= endx)
+               {
+                       nextsub = endsub = endx-1;
+                       if(x < nextsub) subscale = _mm_set1_ps(65536.0f / (nextsub - x));
+               }       
+               tc = endtc;
+               subtc = endsubtc;
+               endtc = _mm_sub_ps(_mm_mul_ps(_mm_add_ps(data, _mm_mul_ps(slope, _mm_set1_ps(nextsub))), _mm_set1_ps(zf[nextsub])), _mm_set1_ps(0.5f));
+               substep = _mm_cvtps_epi32(_mm_mul_ps(_mm_sub_ps(endtc, tc), subscale));
+               endsubtc = _mm_cvtps_epi32(_mm_mul_ps(endtc, _mm_set1_ps(65536.0f)));
+               if (filter)
+               {
+                       __m128i tcrange = _mm_srai_epi32(_mm_unpacklo_epi64(subtc, endsubtc), 16);
+                       if (_mm_movemask_epi8(_mm_andnot_si128(_mm_cmplt_epi32(tcrange, _mm_setzero_si128()), _mm_cmplt_epi32(tcrange, tcmask))) == 0xFFFF)
+                       {
+                               subtc = _mm_unpacklo_epi64(subtc, _mm_add_epi32(subtc, substep));
+                               substep = _mm_slli_epi32(substep, 1);
+                               for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+                               {
+                                       __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, pix3, pix4, fracm;
+                                       tci = _mm_madd_epi16(_mm_add_epi16(tci, _mm_setr_epi32(0, 0x10000, 0, 0x10000)), tcoffset);
+                                       pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixelbase[_mm_cvtsi128_si32(tci)]), _mm_setzero_si128());
+                                       pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))]), _mm_setzero_si128());
+                                       pix3 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), _mm_setzero_si128());
+                                       pix4 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))]), _mm_setzero_si128());
+                                       fracm = _mm_srli_epi16(subtc, 1);
+                                       pix1 = _mm_add_epi16(pix1,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+                                                                                                                _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+                                       pix3 = _mm_add_epi16(pix3,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix3), 1),
+                                                                                                                _mm_shuffle_epi32(_mm_shufflehi_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(3, 2, 3, 2))));
+                                       pix2 = _mm_unpacklo_epi64(pix1, pix3);
+                                       pix4 = _mm_unpackhi_epi64(pix1, pix3);
+                                       pix2 = _mm_add_epi16(pix2,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix4, pix2), 1),
+                                                                                                                _mm_shufflehi_epi16(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0)), _MM_SHUFFLE(0, 0, 0, 0))));
+                                       _mm_storel_epi64((__m128i *)&outi[x], _mm_packus_epi16(pix2, _mm_shufflelo_epi16(pix2, _MM_SHUFFLE(3, 2, 3, 2))));
+                               }
+                               if (x <= endsub)
+                               {
+                                       __m128i tci = _mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, fracm;
+                                       tci = _mm_madd_epi16(_mm_add_epi16(tci, _mm_setr_epi32(0, 0x10000, 0, 0)), tcoffset);
+                                       pix1 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixelbase[_mm_cvtsi128_si32(tci)]), _mm_setzero_si128());
+                                       pix2 = _mm_unpacklo_epi8(_mm_loadl_epi64((const __m128i *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))]), _mm_setzero_si128());
+                                       fracm = _mm_srli_epi16(subtc, 1);
+                                       pix1 = _mm_add_epi16(pix1,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+                                                                                                                _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+                                       pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2));
+                                       pix1 = _mm_add_epi16(pix1,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+                                                                                                                _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0))));
+                                       outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+                                       x++;
+                               }
+                       }
+                       else if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+                       {
+                               for (; x <= endsub; x++, subtc = _mm_add_epi32(subtc, substep))
+                               {
+                                       __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, fracm;
+                                       tci = _mm_min_epi16(_mm_max_epi16(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), _mm_setzero_si128()), tcmax);
+                                       tci = _mm_madd_epi16(tci, tcoffset);
+                                       pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]), 
+                                                                                                                               _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])), 
+                                                                                       _mm_setzero_si128());
+                                       pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]), 
+                                                                                                                               _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])), 
+                                                                                       _mm_setzero_si128());
+                                       fracm = _mm_srli_epi16(subtc, 1);
+                                       pix1 = _mm_add_epi16(pix1,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+                                                                                                                _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+                                       pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2));
+                                       pix1 = _mm_add_epi16(pix1,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+                                                                                                                _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0))));
+                                       outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+                               }
+                       }
+                       else
+                       {
+                               for (; x <= endsub; x++, subtc = _mm_add_epi32(subtc, substep))
+                               {
+                                       __m128i tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(subtc, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1)), pix1, pix2, fracm;
+                                       tci = _mm_and_si128(_mm_add_epi16(tci, _mm_setr_epi32(0, 1, 0x10000, 0x10001)), tcmax);
+                                       tci = _mm_madd_epi16(tci, tcoffset);
+                                       pix1 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(tci)]),                                                                                        
+                                                                                                                               _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))])),
+                                                                                       _mm_setzero_si128());
+                                       pix2 = _mm_unpacklo_epi8(_mm_unpacklo_epi32(_mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(2, 2, 2, 2)))]),
+                                                                                                                               _mm_cvtsi32_si128(*(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(3, 3, 3, 3)))])),
+                                                                                       _mm_setzero_si128());
+                                       fracm = _mm_srli_epi16(subtc, 1);
+                                       pix1 = _mm_add_epi16(pix1,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+                                                                                                                _mm_shuffle_epi32(_mm_shufflelo_epi16(fracm, _MM_SHUFFLE(2, 2, 2, 2)), _MM_SHUFFLE(1, 0, 1, 0))));
+                                       pix2 = _mm_shuffle_epi32(pix1, _MM_SHUFFLE(3, 2, 3, 2));
+                                       pix1 = _mm_add_epi16(pix1,
+                                                                                _mm_mulhi_epi16(_mm_slli_epi16(_mm_sub_epi16(pix2, pix1), 1),
+                                                                                                                _mm_shufflelo_epi16(fracm, _MM_SHUFFLE(0, 0, 0, 0))));
+                                       outi[x] = _mm_cvtsi128_si32(_mm_packus_epi16(pix1, pix1));
+                               }
+                       }
+               }
+               else
+               {
+                       subtc = _mm_unpacklo_epi64(subtc, _mm_add_epi32(subtc, substep));
+                       substep = _mm_slli_epi32(substep, 1);
+                       if (flags & DPSOFTRAST_TEXTURE_FLAG_CLAMPTOEDGE)
+                       {
+                               for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+                               {
+                                       __m128i tci = _mm_min_epi16(_mm_max_epi16(subtc, _mm_setzero_si128()), tcmax); 
+                                       tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(tci, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1));
+                                       tci = _mm_madd_epi16(tci, tcoffset);
+                                       outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+                                       outi[x+1] = *(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))];
+                               }
+                               if (x <= endsub)
+                               {
+                                       __m128i tci = _mm_min_epi16(_mm_max_epi16(subtc, _mm_setzero_si128()), tcmax);
+                                       tci = _mm_shufflelo_epi16(tci, _MM_SHUFFLE(3, 1, 3, 1));
+                                       tci = _mm_madd_epi16(tci, tcoffset);
+                                       outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+                                       x++;
+                               }
+                       }
+                       else
+                       {
+                               for (; x + 1 <= endsub; x += 2, subtc = _mm_add_epi32(subtc, substep))
+                               {
+                                       __m128i tci = _mm_and_si128(subtc, tcmax); 
+                                       tci = _mm_shufflehi_epi16(_mm_shufflelo_epi16(tci, _MM_SHUFFLE(3, 1, 3, 1)), _MM_SHUFFLE(3, 1, 3, 1));
+                                       tci = _mm_madd_epi16(tci, tcoffset);
+                                       outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+                                       outi[x+1] = *(const int *)&pixelbase[_mm_cvtsi128_si32(_mm_shuffle_epi32(tci, _MM_SHUFFLE(1, 1, 1, 1)))];
+                               }
+                               if (x <= endsub)
+                               {
+                                       __m128i tci = _mm_and_si128(subtc, tcmax); 
+                                       tci = _mm_shufflelo_epi16(tci, _MM_SHUFFLE(3, 1, 3, 1));
+                                       tci = _mm_madd_epi16(tci, tcoffset);
+                                       outi[x] = *(const int *)&pixelbase[_mm_cvtsi128_si32(tci)];
+                                       x++;
+                               }
+                       }
+               }
+       }
+#endif
+}
+
+void DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char * RESTRICT out4ub, int texunitindex, int arrayindex, const float * RESTRICT zf)
+{
+       // TODO: IMPLEMENT
+       memset(out4ub, 255, span->length*4);
+}
+
+float DPSOFTRAST_SampleShadowmap(const float *vector)
+{
+       // TODO: IMPLEMENT
+       return 1.0f;
+}
+
+void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *in4f, int arrayindex, const float *zf)
 {
        int x;
        int startx = span->startx;
@@ -1619,7 +1947,7 @@ void DPSOFTRAST_Draw_Span_MultiplyVarying(const DPSOFTRAST_State_Draw_Span *span
        }
 }
 
-void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Draw_Span *span, float *out4f, int arrayindex, const float *zf)
+void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, int arrayindex, const float *zf)
 {
        int x;
        int startx = span->startx;
@@ -1650,7 +1978,7 @@ void DPSOFTRAST_Draw_Span_Varying(const DPSOFTRAST_State_Draw_Span *span, float
        }
 }
 
-void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
+void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f, const float *subcolor)
 {
        int x, startx = span->startx, endx = span->endx;
        float c[4], localcolor[4];
@@ -1671,7 +1999,7 @@ void DPSOFTRAST_Draw_Span_AddBloom(const DPSOFTRAST_State_Draw_Span *span, float
        }
 }
 
-void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f)
+void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
 {
        int x, startx = span->startx, endx = span->endx;
        for (x = startx;x < endx;x++)
@@ -1683,7 +2011,7 @@ void DPSOFTRAST_Draw_Span_MultiplyBuffers(const DPSOFTRAST_State_Draw_Span *span
        }
 }
 
-void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f)
+void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
 {
        int x, startx = span->startx, endx = span->endx;
        for (x = startx;x < endx;x++)
@@ -1695,7 +2023,7 @@ void DPSOFTRAST_Draw_Span_AddBuffers(const DPSOFTRAST_State_Draw_Span *span, flo
        }
 }
 
-void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *ina4f, const float *inb4f)
+void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *ina4f, const float *inb4f)
 {
        int x, startx = span->startx, endx = span->endx;
        float a, b;
@@ -1710,7 +2038,7 @@ void DPSOFTRAST_Draw_Span_MixBuffers(const DPSOFTRAST_State_Draw_Span *span, flo
        }
 }
 
-void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *in4f, const float *color)
+void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Draw_Span * RESTRICT span, float *out4f, const float *in4f, const float *color)
 {
        int x, startx = span->startx, endx = span->endx;
        float localcolor[4], ilerp, lerp;
@@ -1729,282 +2057,1281 @@ void DPSOFTRAST_Draw_Span_MixUniformColor(const DPSOFTRAST_State_Draw_Span *span
        }
 }
 
-void DPSOFTRAST_Draw_Span_Lightmap(const DPSOFTRAST_State_Draw_Span *span, float * RESTRICT out4f, const float * RESTRICT diffuse, const float * RESTRICT lightmap)
+
+
+void DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, int arrayindex, const float *zf)
 {
-       int x, startx = span->startx, endx = span->endx;
-       float Color_Ambient[4], Color_Diffuse[4];
-       Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
-       Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
-       Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
-       Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
-       Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
-       Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
-       Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
-       Color_Diffuse[3] = 0.0f;
+       int x;
+       int startx = span->startx;
+       int endx = span->endx;
+       float data[4];
+       float slope[4];
+       float z;
+       data[2] = span->data[0][arrayindex][0];
+       data[1] = span->data[0][arrayindex][1];
+       data[0] = span->data[0][arrayindex][2];
+       data[3] = span->data[0][arrayindex][3];
+       slope[2] = span->data[1][arrayindex][0];
+       slope[1] = span->data[1][arrayindex][1];
+       slope[0] = span->data[1][arrayindex][2];
+       slope[3] = span->data[1][arrayindex][3];
+       for (x = startx;x < endx;x++)
+       {
+               z = zf[x];
+               out4ub[x*4+0] = (int)(in4ub[x*4+0] * (data[0] + slope[0]*x) * z);
+               out4ub[x*4+1] = (int)(in4ub[x*4+1] * (data[1] + slope[1]*x) * z);
+               out4ub[x*4+2] = (int)(in4ub[x*4+2] * (data[2] + slope[2]*x) * z);
+               out4ub[x*4+3] = (int)(in4ub[x*4+3] * (data[3] + slope[3]*x) * z);
+       }
+}
+
+void DPSOFTRAST_Draw_Span_VaryingBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, int arrayindex, const float *zf)
+{
+       int x;
+       int startx = span->startx;
+       int endx = span->endx;
+       float data[4];
+       float slope[4];
+       float z;
+       data[2] = span->data[0][arrayindex][0]*255.0f;
+       data[1] = span->data[0][arrayindex][1]*255.0f;
+       data[0] = span->data[0][arrayindex][2]*255.0f;
+       data[3] = span->data[0][arrayindex][3]*255.0f;
+       slope[2] = span->data[1][arrayindex][0]*255.0f;
+       slope[1] = span->data[1][arrayindex][1]*255.0f;
+       slope[0] = span->data[1][arrayindex][2]*255.0f;
+       slope[3] = span->data[1][arrayindex][3]*255.0f;
        for (x = startx;x < endx;x++)
        {
-               out4f[x*4+0] = diffuse[x*4+0] * (Color_Ambient[0] + lightmap[x*4+0] * Color_Diffuse[0]);
-               out4f[x*4+1] = diffuse[x*4+1] * (Color_Ambient[1] + lightmap[x*4+1] * Color_Diffuse[1]);
-               out4f[x*4+2] = diffuse[x*4+2] * (Color_Ambient[2] + lightmap[x*4+2] * Color_Diffuse[2]);
-               out4f[x*4+3] = diffuse[x*4+3] * (Color_Ambient[3] + lightmap[x*4+3] * Color_Diffuse[3]);
+               z = zf[x];
+               out4ub[x*4+0] = (int)((data[0] + slope[0]*x) * z);
+               out4ub[x*4+1] = (int)((data[1] + slope[1]*x) * z);
+               out4ub[x*4+2] = (int)((data[2] + slope[2]*x) * z);
+               out4ub[x*4+3] = (int)((data[3] + slope[3]*x) * z);
        }
 }
 
-void DPSOFTRAST_Draw_Span_Lightmap_Finish(const DPSOFTRAST_State_Draw_Span *span, const float * RESTRICT diffuse, const float * RESTRICT lightmap)
+void DPSOFTRAST_Draw_Span_AddBloomBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *subcolor)
 {
        int x, startx = span->startx, endx = span->endx;
-       int d[4];
-       float Color_Ambient[4], Color_Diffuse[4];
-       unsigned char * RESTRICT pixelmask = span->pixelmask;
-       unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0];
-       if (!pixel)
-               return;
-       pixel += span->start * 4;
-       Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0]*255.0f;
-       Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1]*255.0f;
-       Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2]*255.0f;
-       Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f;
-       Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0]*255.0f;
-       Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1]*255.0f;
-       Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2]*255.0f;
-       Color_Diffuse[3] = 0.0f;
+       int c[4], localcolor[4];
+       localcolor[2] = (int)(subcolor[0] * 255.0f);
+       localcolor[1] = (int)(subcolor[1] * 255.0f);
+       localcolor[0] = (int)(subcolor[2] * 255.0f);
+       localcolor[3] = (int)(subcolor[3] * 255.0f);
        for (x = startx;x < endx;x++)
        {
-               if (!pixelmask[x])
-                       continue;
-               d[0] = diffuse[x*4+0] * (Color_Ambient[0] + lightmap[x*4+0] * Color_Diffuse[0]);if (d[0] > 255) d[0] = 255;
-               d[1] = diffuse[x*4+1] * (Color_Ambient[1] + lightmap[x*4+1] * Color_Diffuse[1]);if (d[1] > 255) d[1] = 255;
-               d[2] = diffuse[x*4+2] * (Color_Ambient[2] + lightmap[x*4+2] * Color_Diffuse[2]);if (d[2] > 255) d[2] = 255;
-               d[3] = diffuse[x*4+3] * (Color_Ambient[3] + lightmap[x*4+3] * Color_Diffuse[3]);if (d[3] > 255) d[3] = 255;
-               pixel[x*4+0] = d[2];
-               pixel[x*4+1] = d[1];
-               pixel[x*4+2] = d[0];
-               pixel[x*4+3] = d[3];
+               c[0] = inb4ub[x*4+0] - localcolor[0];if (c[0] < 0) c[0] = 0;
+               c[1] = inb4ub[x*4+1] - localcolor[1];if (c[1] < 0) c[1] = 0;
+               c[2] = inb4ub[x*4+2] - localcolor[2];if (c[2] < 0) c[2] = 0;
+               c[3] = inb4ub[x*4+3] - localcolor[3];if (c[3] < 0) c[3] = 0;
+               c[0] += ina4ub[x*4+0];if (c[0] > 255) c[0] = 255;
+               c[1] += ina4ub[x*4+1];if (c[1] > 255) c[1] = 255;
+               c[2] += ina4ub[x*4+2];if (c[2] > 255) c[2] = 255;
+               c[3] += ina4ub[x*4+3];if (c[3] > 255) c[3] = 255;
+               out4ub[x*4+0] = c[0];
+               out4ub[x*4+1] = c[1];
+               out4ub[x*4+2] = c[2];
+               out4ub[x*4+3] = c[3];
        }
 }
 
-void DPSOFTRAST_Draw_Span_VertexColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse, const float *zf)
+void DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
 {
+       int x, startx = span->startx, endx = span->endx;
+       for (x = startx;x < endx;x++)
+       {
+               out4ub[x*4+0] = (ina4ub[x*4+0] * inb4ub[x*4+0])>>8;
+               out4ub[x*4+1] = (ina4ub[x*4+1] * inb4ub[x*4+1])>>8;
+               out4ub[x*4+2] = (ina4ub[x*4+2] * inb4ub[x*4+2])>>8;
+               out4ub[x*4+3] = (ina4ub[x*4+3] * inb4ub[x*4+3])>>8;
+       }
+}
+
+void DPSOFTRAST_Draw_Span_AddBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+{
+       int x, startx = span->startx, endx = span->endx;
+       int d[4];
+       for (x = startx;x < endx;x++)
+       {
+               d[0] = ina4ub[x*4+0] + inb4ub[x*4+0];if (d[0] > 255) d[0] = 255;
+               d[1] = ina4ub[x*4+1] + inb4ub[x*4+1];if (d[1] > 255) d[1] = 255;
+               d[2] = ina4ub[x*4+2] + inb4ub[x*4+2];if (d[2] > 255) d[2] = 255;
+               d[3] = ina4ub[x*4+3] + inb4ub[x*4+3];if (d[3] > 255) d[3] = 255;
+               out4ub[x*4+0] = d[0];
+               out4ub[x*4+1] = d[1];
+               out4ub[x*4+2] = d[2];
+               out4ub[x*4+3] = d[3];
+       }
+}
+
+void DPSOFTRAST_Draw_Span_TintedAddBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub, const float *inbtintbgra)
+{
+       int x, startx = span->startx, endx = span->endx;
+       int d[4];
+       int b[4];
+       b[0] = (int)(inbtintbgra[0] * 256.0f);
+       b[1] = (int)(inbtintbgra[1] * 256.0f);
+       b[2] = (int)(inbtintbgra[2] * 256.0f);
+       b[3] = (int)(inbtintbgra[3] * 256.0f);
+       for (x = startx;x < endx;x++)
+       {
+               d[0] = ina4ub[x*4+0] + ((inb4ub[x*4+0]*b[0])>>8);if (d[0] > 255) d[0] = 255;
+               d[1] = ina4ub[x*4+1] + ((inb4ub[x*4+1]*b[1])>>8);if (d[1] > 255) d[1] = 255;
+               d[2] = ina4ub[x*4+2] + ((inb4ub[x*4+2]*b[2])>>8);if (d[2] > 255) d[2] = 255;
+               d[3] = ina4ub[x*4+3] + ((inb4ub[x*4+3]*b[3])>>8);if (d[3] > 255) d[3] = 255;
+               out4ub[x*4+0] = d[0];
+               out4ub[x*4+1] = d[1];
+               out4ub[x*4+2] = d[2];
+               out4ub[x*4+3] = d[3];
+       }
+}
+
+void DPSOFTRAST_Draw_Span_MixBuffersBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *ina4ub, const unsigned char *inb4ub)
+{
+       int x, startx = span->startx, endx = span->endx;
+       int a, b;
+       for (x = startx;x < endx;x++)
+       {
+               a = 256 - inb4ub[x*4+3];
+               b = inb4ub[x*4+3];
+               out4ub[x*4+0] = (ina4ub[x*4+0] * a + inb4ub[x*4+0] * b)>>8;
+               out4ub[x*4+1] = (ina4ub[x*4+1] * a + inb4ub[x*4+1] * b)>>8;
+               out4ub[x*4+2] = (ina4ub[x*4+2] * a + inb4ub[x*4+2] * b)>>8;
+               out4ub[x*4+3] = (ina4ub[x*4+3] * a + inb4ub[x*4+3] * b)>>8;
+       }
+}
+
+void DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(const DPSOFTRAST_State_Draw_Span * RESTRICT span, unsigned char *out4ub, const unsigned char *in4ub, const float *color)
+{
+       int x, startx = span->startx, endx = span->endx;
+       int localcolor[4], ilerp, lerp;
+       localcolor[2] = (int)(color[0]*255.0f);
+       localcolor[1] = (int)(color[1]*255.0f);
+       localcolor[0] = (int)(color[2]*255.0f);
+       localcolor[3] = (int)(color[3]*255.0f);
+       ilerp = 256 - localcolor[3];
+       lerp = localcolor[3];
+       for (x = startx;x < endx;x++)
+       {
+               out4ub[x*4+0] = (in4ub[x*4+0] * ilerp + localcolor[0] * lerp)>>8;
+               out4ub[x*4+1] = (in4ub[x*4+1] * ilerp + localcolor[1] * lerp)>>8;
+               out4ub[x*4+2] = (in4ub[x*4+2] * ilerp + localcolor[2] * lerp)>>8;
+               out4ub[x*4+3] = (in4ub[x*4+3] * ilerp + localcolor[3] * lerp)>>8;
+       }
+}
+
+
+
+void DPSOFTRAST_VertexShader_Generic(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
+       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+               DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
+}
+
+void DPSOFTRAST_PixelShader_Generic(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_FIRST, 2, buffer_z);
+               DPSOFTRAST_Draw_Span_MultiplyVaryingBGRA8(span, buffer_FragColorbgra8, buffer_texture_colorbgra8, 1, buffer_z);
+               if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+               {
+                       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_lightmapbgra8, GL20TU_SECOND, 2, buffer_z);
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+                       {
+                               // multiply
+                               DPSOFTRAST_Draw_Span_MultiplyBuffersBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+                       }
+                       else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+                       {
+                               // add
+                               DPSOFTRAST_Draw_Span_AddBuffersBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+                       }
+                       else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+                       {
+                               // alphablend
+                               DPSOFTRAST_Draw_Span_MixBuffersBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_lightmapbgra8);
+                       }
+               }
+       }
+       else
+               DPSOFTRAST_Draw_Span_VaryingBGRA8(span, buffer_FragColorbgra8, 1, buffer_z);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_PostProcess(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
+       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
+}
+
+void DPSOFTRAST_PixelShader_PostProcess(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // TODO: optimize!!  at the very least there is no reason to use texture sampling on the frame texture
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_FragColorbgra8, GL20TU_FIRST, 2, buffer_z);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_BLOOM)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_SECOND, 3, buffer_z);
+               DPSOFTRAST_Draw_Span_AddBloomBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, buffer_texture_colorbgra8, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_BloomColorSubtract * 4);
+       }
+       DPSOFTRAST_Draw_Span_MixUniformColorBGRA8(span, buffer_FragColorbgra8, buffer_FragColorbgra8, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_ViewTintColor * 4);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SATURATION)
+       {
+               // TODO: implement saturation
+       }
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GAMMARAMPS)
+       {
+               // TODO: implement gammaramps
+       }
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_Depth_Or_Shadow(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_Depth_Or_Shadow(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // this is never called (because colormask is off when this shader is used)
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8, 0, span->length*4);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_FlatColor(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_FlatColor(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       int x, startx = span->startx, endx = span->endx;
+       int Color_Ambienti[4];
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       Color_Ambienti[2] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0]*256.0f);
+       Color_Ambienti[1] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1]*256.0f);
+       Color_Ambienti[0] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2]*256.0f);
+       Color_Ambienti[3] = (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]        *256.0f);
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
+       for (x = startx;x < endx;x++)
+       {
+               buffer_FragColorbgra8[x*4+0] = (buffer_texture_colorbgra8[x*4+0] * Color_Ambienti[0])>>8;
+               buffer_FragColorbgra8[x*4+1] = (buffer_texture_colorbgra8[x*4+1] * Color_Ambienti[1])>>8;
+               buffer_FragColorbgra8[x*4+2] = (buffer_texture_colorbgra8[x*4+2] * Color_Ambienti[2])>>8;
+               buffer_FragColorbgra8[x*4+3] = (buffer_texture_colorbgra8[x*4+3] * Color_Ambienti[3])>>8;
+       }
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_VertexColor(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_VertexColor(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
        int x, startx = span->startx, endx = span->endx;
        float Color_Ambient[4], Color_Diffuse[4];
-       float c[4];
        float data[4];
        float slope[4];
        float z;
        int arrayindex = DPSOFTRAST_ARRAY_COLOR;
-       data[0] = span->data[0][arrayindex][0];
+       data[2] = span->data[0][arrayindex][0];
        data[1] = span->data[0][arrayindex][1];
-       data[2] = span->data[0][arrayindex][2];
+       data[0] = span->data[0][arrayindex][2];
        data[3] = span->data[0][arrayindex][3];
-       slope[0] = span->data[1][arrayindex][0];
+       slope[2] = span->data[1][arrayindex][0];
        slope[1] = span->data[1][arrayindex][1];
-       slope[2] = span->data[1][arrayindex][2];
+       slope[0] = span->data[1][arrayindex][2];
        slope[3] = span->data[1][arrayindex][3];
-       Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+       Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
        Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
-       Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+       Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
        Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
-       Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+       Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
        Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
-       Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+       Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
        Color_Diffuse[3] = 0.0f;
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, 2, buffer_z);
        for (x = startx;x < endx;x++)
        {
-               z = zf[x];
-               c[0] = (data[0] + slope[0]*x) * z;
-               c[1] = (data[1] + slope[1]*x) * z;
-               c[2] = (data[2] + slope[2]*x) * z;
-               c[3] = (data[3] + slope[3]*x) * z;
-               out4f[x*4+0] = diffuse[x*4+0] * (Color_Ambient[0] + c[0] * Color_Diffuse[0]);
-               out4f[x*4+1] = diffuse[x*4+1] * (Color_Ambient[1] + c[1] * Color_Diffuse[1]);
-               out4f[x*4+2] = diffuse[x*4+2] * (Color_Ambient[2] + c[2] * Color_Diffuse[2]);
-               out4f[x*4+3] = diffuse[x*4+3] * (Color_Ambient[3] + c[3] * Color_Diffuse[3]);
+               z = buffer_z[x];
+               buffer_FragColorbgra8[x*4+0] = (int)(buffer_texture_colorbgra8[x*4+0] * (Color_Ambient[0] + ((data[0] + slope[0]*x) * z) * Color_Diffuse[0]));
+               buffer_FragColorbgra8[x*4+1] = (int)(buffer_texture_colorbgra8[x*4+1] * (Color_Ambient[1] + ((data[1] + slope[1]*x) * z) * Color_Diffuse[1]));
+               buffer_FragColorbgra8[x*4+2] = (int)(buffer_texture_colorbgra8[x*4+2] * (Color_Ambient[2] + ((data[2] + slope[2]*x) * z) * Color_Diffuse[2]));
+               buffer_FragColorbgra8[x*4+3] = (int)(buffer_texture_colorbgra8[x*4+3] * (Color_Ambient[3] + ((data[3] + slope[3]*x) * z) * Color_Diffuse[3]));
        }
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
 }
 
-void DPSOFTRAST_Draw_Span_FlatColor(const DPSOFTRAST_State_Draw_Span *span, float *out4f, const float *diffuse)
+
+
+void DPSOFTRAST_VertexShader_Lightmap(void)
 {
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
+       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.numvertices);
+}
+
+void DPSOFTRAST_PixelShader_Lightmap(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+#ifdef SSE2_PRESENT
+       unsigned char * RESTRICT pixelmask = span->pixelmask;
+       unsigned char * RESTRICT pixel = (unsigned char *)dpsoftrast.fb_colorpixels[0] + span->start * 4;
        int x, startx = span->startx, endx = span->endx;
-       float Color_Ambient[4];
-       Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
-       Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
-       Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
-       Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
-       for (x = startx;x < endx;x++)
+       __m128i Color_Ambientm, Color_Diffusem, Color_Glowm, Color_AmbientGlowm;
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_lightmapbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_lightmapbgra8, GL20TU_LIGHTMAP, DPSOFTRAST_ARRAY_TEXCOORD4, buffer_z);
+       if (dpsoftrast.user.alphatest || dpsoftrast.fb_blendmode != DPSOFTRAST_BLENDMODE_OPAQUE)
+               pixel = buffer_FragColorbgra8;
+       Color_Ambientm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
+       Color_Ambientm = _mm_and_si128(Color_Ambientm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
+       Color_Ambientm = _mm_or_si128(Color_Ambientm, _mm_setr_epi32(0, 0, 0, (int)(dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0]*255.0f)));
+       Color_Ambientm = _mm_packs_epi32(Color_Ambientm, Color_Ambientm);
+       Color_Diffusem = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
+       Color_Diffusem = _mm_and_si128(Color_Diffusem, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
+       Color_Diffusem = _mm_packs_epi32(Color_Diffusem, Color_Diffusem);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               Color_Glowm = _mm_shuffle_epi32(_mm_cvtps_epi32(_mm_mul_ps(_mm_load_ps(&dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4]), _mm_set1_ps(256.0f))), _MM_SHUFFLE(3, 0, 1, 2));
+               Color_Glowm = _mm_and_si128(Color_Glowm, _mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
+               Color_Glowm = _mm_packs_epi32(Color_Glowm, Color_Glowm);
+               Color_AmbientGlowm = _mm_unpacklo_epi64(Color_Ambientm, Color_Glowm);
+               for (x = startx;x < endx;x++)
+               {
+                       __m128i color, lightmap, glow, pix;
+                       if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101)
+                       {
+                               __m128i pix2;
+                               color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]);
+                               lightmap = _mm_loadu_si128((const __m128i *)&buffer_texture_lightmapbgra8[x*4]);
+                               glow = _mm_loadu_si128((const __m128i *)&buffer_texture_glowbgra8[x*4]);
+                               pix = _mm_add_epi16(_mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpacklo_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm), 
+                                                                                                       _mm_unpacklo_epi8(_mm_setzero_si128(), color)),
+                                                                       _mm_mulhi_epu16(Color_Glowm, _mm_unpacklo_epi8(_mm_setzero_si128(), glow)));
+                               pix2 = _mm_add_epi16(_mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpackhi_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm), 
+                                                                                                       _mm_unpackhi_epi8(_mm_setzero_si128(), color)),
+                                                                       _mm_mulhi_epu16(Color_Glowm, _mm_unpackhi_epi8(_mm_setzero_si128(), glow)));
+                               _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2));
+                               x += 3;
+                               continue;
+                       }
+                       if(!pixelmask[x])
+                               continue;
+                       color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4]));
+                       lightmap = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_lightmapbgra8[x*4]));
+                       glow = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_glowbgra8[x*4]));
+                       pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, lightmap), Color_AmbientGlowm), _mm_unpacklo_epi64(color, glow));
+                       pix = _mm_add_epi16(pix, _mm_shuffle_epi32(pix, _MM_SHUFFLE(3, 2, 3, 2)));
+                       *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+               }
+       }
+       else
        {
-               out4f[x*4+0] = diffuse[x*4+0] * Color_Ambient[0];
-               out4f[x*4+1] = diffuse[x*4+1] * Color_Ambient[1];
-               out4f[x*4+2] = diffuse[x*4+2] * Color_Ambient[2];
-               out4f[x*4+3] = diffuse[x*4+3] * Color_Ambient[3];
+               for (x = startx;x < endx;x++)
+               {
+                       __m128i color, lightmap, pix;
+                       if (x + 4 <= endx && *(const unsigned int *)&pixelmask[x] == 0x01010101)
+                       {
+                               __m128i pix2;
+                               color = _mm_loadu_si128((const __m128i *)&buffer_texture_colorbgra8[x*4]);
+                               lightmap = _mm_loadu_si128((const __m128i *)&buffer_texture_lightmapbgra8[x*4]);
+                               pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpacklo_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm), 
+                                                                         _mm_unpacklo_epi8(_mm_setzero_si128(), color));
+                               pix2 = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(Color_Diffusem, _mm_unpackhi_epi8(_mm_setzero_si128(), lightmap)), Color_Ambientm),
+                                                                          _mm_unpackhi_epi8(_mm_setzero_si128(), color));
+                               _mm_storeu_si128((__m128i *)&pixel[x*4], _mm_packus_epi16(pix, pix2));
+                               x += 3;
+                               continue;
+                       }
+                       if(!pixelmask[x]) 
+                               continue;
+                       color = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_colorbgra8[x*4]));
+                       lightmap = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_cvtsi32_si128(*(const int *)&buffer_texture_lightmapbgra8[x*4]));
+                       pix = _mm_mulhi_epu16(_mm_add_epi16(_mm_mulhi_epu16(lightmap, Color_Diffusem), Color_Ambientm), color);
+                       *(int *)&pixel[x*4] = _mm_cvtsi128_si32(_mm_packus_epi16(pix, pix));
+               }
        }
+       if(pixel == buffer_FragColorbgra8)
+               DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+#endif
+}
+
+
+
+void DPSOFTRAST_VertexShader_FakeLight(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_FakeLight(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // TODO: IMPLEMENT
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8, 0, span->length*4);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace(void)
+{
+       DPSOFTRAST_VertexShader_Lightmap();
 }
 
-void DPSOFTRAST_Draw_VertexShader(void)
+void DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
 {
+       DPSOFTRAST_PixelShader_Lightmap(span);
+       // TODO: IMPLEMENT
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace(void)
+{
+       DPSOFTRAST_VertexShader_Lightmap();
+}
+
+void DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       DPSOFTRAST_PixelShader_Lightmap(span);
+       // TODO: IMPLEMENT
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightDirection(void)
+{
+       int i;
+       int numvertices = dpsoftrast.draw.numvertices;
+       float LightDir[4];
+       float LightVector[4];
+       float EyePosition[4];
+       float EyeVectorModelSpace[4];
+       float EyeVector[4];
+       float position[4];
+       float svector[4];
+       float tvector[4];
+       float normal[4];
+       LightDir[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+0];
+       LightDir[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+1];
+       LightDir[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+2];
+       LightDir[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightDir*4+3];
+       EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0];
+       EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1];
+       EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2];
+       EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3];
        DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
-       switch(dpsoftrast.shader_mode)
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
+       for (i = 0;i < numvertices;i++)
        {
-       case SHADERMODE_GENERIC: ///< (particles/HUD/etc) vertex color: optionally multiplied by one texture
-               DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
-               DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
-               if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
-                       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
-               break;
-       case SHADERMODE_POSTPROCESS: ///< postprocessing shader (r_glsl_postprocess)
-               DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices);
-               DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1], dpsoftrast.draw.numvertices);
-               break;
-       case SHADERMODE_DEPTH_OR_SHADOW: ///< (depthfirst/shadows) vertex shader only
-               break;
-       case SHADERMODE_FLATCOLOR: ///< (lightmap) modulate texture by uniform color (q1bsp: q3bsp)
-               DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
-               break;
-       case SHADERMODE_VERTEXCOLOR: ///< (lightmap) modulate texture by vertex colors (q3bsp)
-               DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_COLOR], dpsoftrast.draw.numvertices);
-               DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
-               break;
-       case SHADERMODE_LIGHTMAP: ///< (lightmap) modulate texture by lightmap texture (q1bsp: q3bsp)
-               DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
-               DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.numvertices);
-               break;
-       case SHADERMODE_FAKELIGHT: ///< (fakelight) modulate texture by "fake" lighting (no lightmaps: no nothing)
-               break;
-       case SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE: ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
-               break;
-       case SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE: ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
-               break;
-       case SHADERMODE_LIGHTDIRECTION: ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-               DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
-               DPSOFTRAST_Draw_VertexShaderLightDirection();
-               break;
-       case SHADERMODE_LIGHTSOURCE: ///< (lightsource) use directional pixel shading from light source (rtlight)
-               break;
-       case SHADERMODE_REFRACTION: ///< refract background (the material is rendered normally after this pass)
-               break;
-       case SHADERMODE_WATER: ///< refract background and reflection (the material is rendered normally after this pass)
-               break;
-       case SHADERMODE_SHOWDEPTH: ///< (debugging) renders depth as color
-               break;
-       case SHADERMODE_DEFERREDGEOMETRY: ///< (deferred) render material properties to screenspace geometry buffers
-               break;
-       case SHADERMODE_DEFERREDLIGHTSOURCE: ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
-               break;
-       case SHADERMODE_COUNT:
-               break;
+               position[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0];
+               position[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1];
+               position[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2];
+               svector[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0];
+               svector[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1];
+               svector[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2];
+               tvector[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0];
+               tvector[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1];
+               tvector[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2];
+               normal[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0];
+               normal[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1];
+               normal[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2];
+               LightVector[0] = svector[0] * LightDir[0] + svector[1] * LightDir[1] + svector[2] * LightDir[2];
+               LightVector[1] = tvector[0] * LightDir[0] + tvector[1] * LightDir[1] + tvector[2] * LightDir[2];
+               LightVector[2] = normal[0] * LightDir[0] + normal[1] * LightDir[1] + normal[2] * LightDir[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0] = LightVector[0];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1] = LightVector[1];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2] = LightVector[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3] = 0.0f;
+               EyeVectorModelSpace[0] = EyePosition[0] - position[0];
+               EyeVectorModelSpace[1] = EyePosition[1] - position[1];
+               EyeVectorModelSpace[2] = EyePosition[2] - position[2];
+               EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2];
+               EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2];
+               EyeVector[2] = normal[0]  * EyeVectorModelSpace[0] + normal[1]  * EyeVectorModelSpace[1] + normal[2]  * EyeVectorModelSpace[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0] = EyeVector[0];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1] = EyeVector[1];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2] = EyeVector[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+3] = 0.0f;
        }
 }
 
-void DPSOFTRAST_Draw_PixelShaderSpan(const DPSOFTRAST_State_Draw_Span *span)
+#define DPSOFTRAST_Min(a,b) ((a) < (b) ? (a) : (b))
+#define DPSOFTRAST_Max(a,b) ((a) > (b) ? (a) : (b))
+#define DPSOFTRAST_Vector3Dot(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
+#define DPSOFTRAST_Vector3LengthSquared(v) (DPSOFTRAST_Vector3Dot((v),(v)))
+#define DPSOFTRAST_Vector3Length(v) (sqrt(DPSOFTRAST_Vector3LengthSquared(v)))
+#define DPSOFTRAST_Vector3Normalize(v)\
+do\
+{\
+       float len = sqrt(DPSOFTRAST_Vector3Dot(v,v));\
+       if (len)\
+       {\
+               len = 1.0f / len;\
+               v[0] *= len;\
+               v[1] *= len;\
+               v[2] *= len;\
+       }\
+}\
+while(0)
+
+void DPSOFTRAST_PixelShader_LightDirection(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
 {
        float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-       float buffer_texture_color[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
-       float buffer_texture_lightmap[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
-       float buffer_FragColor[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
-       switch(dpsoftrast.shader_mode)
-       {
-       case SHADERMODE_GENERIC: ///< (particles/HUD/etc) vertex color: optionally multiplied by one texture
-               DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
-               if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+       unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_glossbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_glowbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_pantsbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       int x, startx = span->startx, endx = span->endx;
+       float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4];
+       float LightVectordata[4];
+       float LightVectorslope[4];
+       float EyeVectordata[4];
+       float EyeVectorslope[4];
+       float z;
+       float diffusetex[4];
+       float glosstex[4];
+       float surfacenormal[4];
+       float lightnormal[4];
+       float eyenormal[4];
+       float specularnormal[4];
+       float diffuse;
+       float specular;
+       float SpecularPower;
+       int d[4];
+       Color_Glow[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0];
+       Color_Glow[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1];
+       Color_Glow[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2];
+       Color_Glow[3] = 0.0f;
+       Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+       Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+       Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+       Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+       Color_Pants[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0];
+       Color_Pants[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1];
+       Color_Pants[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2];
+       Color_Pants[3] = 0.0f;
+       Color_Shirt[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0];
+       Color_Shirt[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1];
+       Color_Shirt[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2];
+       Color_Shirt[3] = 0.0f;
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+       }
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glowbgra8, GL20TU_GLOW, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+       }
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+       {
+               Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+               Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+               Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+               Color_Diffuse[3] = 0.0f;
+               LightColor[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+               LightColor[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+               LightColor[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+               LightColor[3] = 0.0f;
+               LightVectordata[0]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+               LightVectordata[1]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+               LightVectordata[2]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+               LightVectordata[3]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+               LightVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+               LightVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+               LightVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+               LightVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               Color_Specular[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
+               Color_Specular[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
+               Color_Specular[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
+               Color_Specular[3] = 0.0f;
+               SpecularPower = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f);
+               EyeVectordata[0]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+               EyeVectordata[1]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+               EyeVectordata[2]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+               EyeVectordata[3]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+               EyeVectorslope[0]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+               EyeVectorslope[1]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+               EyeVectorslope[2]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+               EyeVectorslope[3]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               for (x = startx;x < endx;x++)
                {
-                       DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_FIRST, 2, buffer_z);
-                       DPSOFTRAST_Draw_Span_MultiplyVarying(span, buffer_FragColor, buffer_texture_color, 1, buffer_z);
-                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+                       z = buffer_z[x];
+                       diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+                       diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+                       diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+                       diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
                        {
-                               DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_lightmap, GL20TU_SECOND, 2, buffer_z);
-                               if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
-                               {
-                                       // multiply
-                                       DPSOFTRAST_Draw_Span_MultiplyBuffers(span, buffer_FragColor, buffer_FragColor, buffer_texture_lightmap);
-                               }
-                               else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
-                               {
-                                       // add
-                                       DPSOFTRAST_Draw_Span_AddBuffers(span, buffer_FragColor, buffer_FragColor, buffer_texture_lightmap);
-                               }
-                               else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
-                               {
-                                       // alphablend
-                                       DPSOFTRAST_Draw_Span_MixBuffers(span, buffer_FragColor, buffer_FragColor, buffer_texture_lightmap);
-                               }
+                               diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+                               diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+                               diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+                               diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+                       }
+                       glosstex[0] = buffer_texture_glossbgra8[x*4+0];
+                       glosstex[1] = buffer_texture_glossbgra8[x*4+1];
+                       glosstex[2] = buffer_texture_glossbgra8[x*4+2];
+                       glosstex[3] = buffer_texture_glossbgra8[x*4+3];
+                       surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+                       DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+                       lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+                       lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+                       lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+                       DPSOFTRAST_Vector3Normalize(lightnormal);
+
+                       eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+                       eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+                       eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+                       DPSOFTRAST_Vector3Normalize(eyenormal);
+
+                       specularnormal[0] = lightnormal[0] + eyenormal[0];
+                       specularnormal[1] = lightnormal[1] + eyenormal[1];
+                       specularnormal[2] = lightnormal[2] + eyenormal[2];
+                       DPSOFTRAST_Vector3Normalize(specularnormal);
+
+                       diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+                       specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+                       specular = pow(specular, SpecularPower * glosstex[3]);
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+                       {
+                               d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)(                                                  diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
                        }
+                       else
+                       {
+                               d[0] = (int)(                                                  diffusetex[0] * Color_Ambient[0] + (diffusetex[0] * Color_Diffuse[0] * diffuse + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)(                                                  diffusetex[1] * Color_Ambient[1] + (diffusetex[1] * Color_Diffuse[1] * diffuse + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)(                                                  diffusetex[2] * Color_Ambient[2] + (diffusetex[2] * Color_Diffuse[2] * diffuse + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)(                                                  diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+                       }
+                       buffer_FragColorbgra8[x*4+0] = d[0];
+                       buffer_FragColorbgra8[x*4+1] = d[1];
+                       buffer_FragColorbgra8[x*4+2] = d[2];
+                       buffer_FragColorbgra8[x*4+3] = d[3];
                }
-               else
-                       DPSOFTRAST_Draw_Span_Varying(span, buffer_FragColor, 1, buffer_z);
-               DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
-               break;
-       case SHADERMODE_POSTPROCESS: ///< postprocessing shader (r_glsl_postprocess)
-               // TODO: optimize!!  at the very least there is no reason to use texture sampling on the frame texture
-               DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
-               DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_FragColor, GL20TU_FIRST, 2, buffer_z);
-               if (dpsoftrast.shader_permutation & SHADERPERMUTATION_BLOOM)
+       }
+       else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+       {
+               Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+               Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+               Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+               Color_Diffuse[3] = 0.0f;
+               LightColor[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+               LightColor[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+               LightColor[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+               LightColor[3] = 0.0f;
+               LightVectordata[0]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+               LightVectordata[1]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+               LightVectordata[2]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+               LightVectordata[3]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+               LightVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+               LightVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+               LightVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+               LightVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               for (x = startx;x < endx;x++)
                {
-                       DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_SECOND, 3, buffer_z);
-                       DPSOFTRAST_Draw_Span_AddBloom(span, buffer_FragColor, buffer_FragColor, buffer_texture_color, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_BloomColorSubtract * 4);
+                       z = buffer_z[x];
+                       diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+                       diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+                       diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+                       diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+                       surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+                       DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+                       lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+                       lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+                       lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+                       DPSOFTRAST_Vector3Normalize(lightnormal);
+
+                       diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+                       {
+                               d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)(                                                  diffusetex[3] * (Color_Ambient[3]                                             ));if (d[3] > 255) d[3] = 255;
+                       }
+                       else
+                       {
+                               d[0] = (int)(                                                + diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse * LightColor[0]));if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)(                                                + diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse * LightColor[1]));if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)(                                                + diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse * LightColor[2]));if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)(                                                  diffusetex[3] * (Color_Ambient[3]                                             ));if (d[3] > 255) d[3] = 255;
+                       }
+                       buffer_FragColorbgra8[x*4+0] = d[0];
+                       buffer_FragColorbgra8[x*4+1] = d[1];
+                       buffer_FragColorbgra8[x*4+2] = d[2];
+                       buffer_FragColorbgra8[x*4+3] = d[3];
                }
-               DPSOFTRAST_Draw_Span_MixUniformColor(span, buffer_FragColor, buffer_FragColor, dpsoftrast.uniform4f + DPSOFTRAST_UNIFORM_ViewTintColor * 4);
-               if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SATURATION)
+       }
+       else
+       {
+               for (x = startx;x < endx;x++)
                {
-                       // TODO: implement saturation
+                       z = buffer_z[x];
+                       diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+                       diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+                       diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+                       diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GLOW)
+                       {
+                               d[0] = (int)(buffer_texture_glowbgra8[x*4+0] * Color_Glow[0] + diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)(buffer_texture_glowbgra8[x*4+1] * Color_Glow[1] + diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)(buffer_texture_glowbgra8[x*4+2] * Color_Glow[2] + diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)(                                                  diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+                       }
+                       else
+                       {
+                               d[0] = (int)(                                                  diffusetex[0] * Color_Ambient[0]);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)(                                                  diffusetex[1] * Color_Ambient[1]);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)(                                                  diffusetex[2] * Color_Ambient[2]);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)(                                                  diffusetex[3] * Color_Ambient[3]);if (d[3] > 255) d[3] = 255;
+                       }
+                       buffer_FragColorbgra8[x*4+0] = d[0];
+                       buffer_FragColorbgra8[x*4+1] = d[1];
+                       buffer_FragColorbgra8[x*4+2] = d[2];
+                       buffer_FragColorbgra8[x*4+3] = d[3];
                }
-               if (dpsoftrast.shader_permutation & SHADERPERMUTATION_GAMMARAMPS)
+       }
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_LightSource(void)
+{
+       int i;
+       int numvertices = dpsoftrast.draw.numvertices;
+       float LightPosition[4];
+       float LightVector[4];
+       float LightVectorModelSpace[4];
+       float EyePosition[4];
+       float EyeVectorModelSpace[4];
+       float EyeVector[4];
+       float position[4];
+       float svector[4];
+       float tvector[4];
+       float normal[4];
+       LightPosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+0];
+       LightPosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+1];
+       LightPosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+2];
+       LightPosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightPosition*4+3];
+       EyePosition[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+0];
+       EyePosition[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+1];
+       EyePosition[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+2];
+       EyePosition[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_EyePosition*4+3];
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD0], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD3], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelToLightM1);
+       DPSOFTRAST_Array_Copy(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD4], dpsoftrast.draw.numvertices);
+       for (i = 0;i < numvertices;i++)
+       {
+               position[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+0];
+               position[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+1];
+               position[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION][i*4+2];
+               svector[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0];
+               svector[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1];
+               svector[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2];
+               tvector[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0];
+               tvector[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1];
+               tvector[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2];
+               normal[0] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+0];
+               normal[1] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+1];
+               normal[2] = dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_TEXCOORD3][i*4+2];
+               LightVectorModelSpace[0] = LightPosition[0] - position[0];
+               LightVectorModelSpace[1] = LightPosition[1] - position[1];
+               LightVectorModelSpace[2] = LightPosition[2] - position[2];
+               LightVector[0] = svector[0] * LightVectorModelSpace[0] + svector[1] * LightVectorModelSpace[1] + svector[2] * LightVectorModelSpace[2];
+               LightVector[1] = tvector[0] * LightVectorModelSpace[0] + tvector[1] * LightVectorModelSpace[1] + tvector[2] * LightVectorModelSpace[2];
+               LightVector[2] = normal[0]  * LightVectorModelSpace[0] + normal[1]  * LightVectorModelSpace[1] + normal[2]  * LightVectorModelSpace[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0] = LightVector[0];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1] = LightVector[1];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2] = LightVector[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3] = 0.0f;
+               EyeVectorModelSpace[0] = EyePosition[0] - position[0];
+               EyeVectorModelSpace[1] = EyePosition[1] - position[1];
+               EyeVectorModelSpace[2] = EyePosition[2] - position[2];
+               EyeVector[0] = svector[0] * EyeVectorModelSpace[0] + svector[1] * EyeVectorModelSpace[1] + svector[2] * EyeVectorModelSpace[2];
+               EyeVector[1] = tvector[0] * EyeVectorModelSpace[0] + tvector[1] * EyeVectorModelSpace[1] + tvector[2] * EyeVectorModelSpace[2];
+               EyeVector[2] = normal[0]  * EyeVectorModelSpace[0] + normal[1]  * EyeVectorModelSpace[1] + normal[2]  * EyeVectorModelSpace[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+0] = EyeVector[0];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+1] = EyeVector[1];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+2] = EyeVector[2];
+               dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD2][i*4+3] = 0.0f;
+       }
+}
+
+void DPSOFTRAST_PixelShader_LightSource(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_texture_colorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_glossbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_cubebgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_pantsbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_texture_shirtbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       int x, startx = span->startx, endx = span->endx;
+       float Color_Ambient[4], Color_Diffuse[4], Color_Specular[4], Color_Glow[4], Color_Pants[4], Color_Shirt[4], LightColor[4];
+       float CubeVectordata[4];
+       float CubeVectorslope[4];
+       float LightVectordata[4];
+       float LightVectorslope[4];
+       float EyeVectordata[4];
+       float EyeVectorslope[4];
+       float z;
+       float diffusetex[4];
+       float glosstex[4];
+       float surfacenormal[4];
+       float lightnormal[4];
+       float eyenormal[4];
+       float specularnormal[4];
+       float diffuse;
+       float specular;
+       float SpecularPower;
+       float CubeVector[4];
+       float attenuation;
+       int d[4];
+       Color_Glow[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+0];
+       Color_Glow[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+1];
+       Color_Glow[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Glow*4+2];
+       Color_Glow[3] = 0.0f;
+       Color_Ambient[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+0];
+       Color_Ambient[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+1];
+       Color_Ambient[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Ambient*4+2];
+       Color_Ambient[3] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Alpha*4+0];
+       Color_Diffuse[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+0];
+       Color_Diffuse[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+1];
+       Color_Diffuse[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Diffuse*4+2];
+       Color_Diffuse[3] = 0.0f;
+       Color_Specular[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+0];
+       Color_Specular[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+1];
+       Color_Specular[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Specular*4+2];
+       Color_Specular[3] = 0.0f;
+       Color_Pants[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+0];
+       Color_Pants[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+1];
+       Color_Pants[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Pants*4+2];
+       Color_Pants[3] = 0.0f;
+       Color_Shirt[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+0];
+       Color_Shirt[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+1];
+       Color_Shirt[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_Color_Shirt*4+2];
+       Color_Shirt[3] = 0.0f;
+       LightColor[2] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+0];
+       LightColor[1] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+1];
+       LightColor[0] = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_LightColor*4+2];
+       LightColor[3] = 0.0f;
+       SpecularPower = dpsoftrast.uniform4f[DPSOFTRAST_UNIFORM_SpecularPower*4+0] * (1.0f / 255.0f);
+       EyeVectordata[0]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+       EyeVectordata[1]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+       EyeVectordata[2]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+       EyeVectordata[3]    = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+       EyeVectorslope[0]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][0];
+       EyeVectorslope[1]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][1];
+       EyeVectorslope[2]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][2];
+       EyeVectorslope[3]   = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD2][3];
+       LightVectordata[0]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+       LightVectordata[1]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+       LightVectordata[2]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+       LightVectordata[3]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+       LightVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][0];
+       LightVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][1];
+       LightVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][2];
+       LightVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD1][3];
+       CubeVectordata[0]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD3][0];
+       CubeVectordata[1]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD3][1];
+       CubeVectordata[2]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD3][2];
+       CubeVectordata[3]  = span->data[0][DPSOFTRAST_ARRAY_TEXCOORD3][3];
+       CubeVectorslope[0] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD3][0];
+       CubeVectorslope[1] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD3][1];
+       CubeVectorslope[2] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD3][2];
+       CubeVectorslope[3] = span->data[1][DPSOFTRAST_ARRAY_TEXCOORD3][3];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8 + startx*4, 0, (endx-startx)*4); // clear first, because we skip writing black pixels, and there are a LOT of them...
+       DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_colorbgra8, GL20TU_COLOR, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_pantsbgra8, GL20TU_PANTS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_shirtbgra8, GL20TU_SHIRT, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+       }
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_CUBEFILTER)
+               DPSOFTRAST_Draw_Span_TextureCubeVaryingBGRA8(span, buffer_texture_cubebgra8, GL20TU_CUBE, DPSOFTRAST_ARRAY_TEXCOORD3, buffer_z);
+       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SPECULAR)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_glossbgra8, GL20TU_GLOSS, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               for (x = startx;x < endx;x++)
                {
-                       // TODO: implement gammaramps
+                       z = buffer_z[x];
+                       CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z;
+                       CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z;
+                       CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z;
+                       attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector);
+                       if (attenuation < 0.01f)
+                               continue;
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SHADOWMAP2D)
+                       {
+                               attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector);
+                               if (attenuation < 0.01f)
+                                       continue;
+                       }
+
+                       diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+                       diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+                       diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+                       diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+                       {
+                               diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+                               diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+                               diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+                               diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+                       }
+                       glosstex[0] = buffer_texture_glossbgra8[x*4+0];
+                       glosstex[1] = buffer_texture_glossbgra8[x*4+1];
+                       glosstex[2] = buffer_texture_glossbgra8[x*4+2];
+                       glosstex[3] = buffer_texture_glossbgra8[x*4+3];
+                       surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+                       DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+                       lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+                       lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+                       lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+                       DPSOFTRAST_Vector3Normalize(lightnormal);
+
+                       eyenormal[0] = (EyeVectordata[0] + EyeVectorslope[0]*x) * z;
+                       eyenormal[1] = (EyeVectordata[1] + EyeVectorslope[1]*x) * z;
+                       eyenormal[2] = (EyeVectordata[2] + EyeVectorslope[2]*x) * z;
+                       DPSOFTRAST_Vector3Normalize(eyenormal);
+
+                       specularnormal[0] = lightnormal[0] + eyenormal[0];
+                       specularnormal[1] = lightnormal[1] + eyenormal[1];
+                       specularnormal[2] = lightnormal[2] + eyenormal[2];
+                       DPSOFTRAST_Vector3Normalize(specularnormal);
+
+                       diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+                       specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
+                       specular = pow(specular, SpecularPower * glosstex[3]);
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               // scale down the attenuation to account for the cubefilter multiplying everything by 255
+                               attenuation *= (1.0f / 255.0f);
+                               d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse) + glosstex[0] * Color_Specular[0] * specular) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse) + glosstex[1] * Color_Specular[1] * specular) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse) + glosstex[2] * Color_Specular[2] * specular) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)( diffusetex[3]                                                                                                                                                                );if (d[3] > 255) d[3] = 255;
+                       }
+                       else
+                       {
+                               d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse) + glosstex[0] * Color_Specular[0] * specular) * LightColor[0]                                   * attenuation);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse) + glosstex[1] * Color_Specular[1] * specular) * LightColor[1]                                   * attenuation);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse) + glosstex[2] * Color_Specular[2] * specular) * LightColor[2]                                   * attenuation);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)( diffusetex[3]                                                                                                                                                                );if (d[3] > 255) d[3] = 255;
+                       }
+                       buffer_FragColorbgra8[x*4+0] = d[0];
+                       buffer_FragColorbgra8[x*4+1] = d[1];
+                       buffer_FragColorbgra8[x*4+2] = d[2];
+                       buffer_FragColorbgra8[x*4+3] = d[3];
                }
-               DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
-               break;
-       case SHADERMODE_DEPTH_OR_SHADOW: ///< (depthfirst/shadows) vertex shader only
-               break;
-       case SHADERMODE_FLATCOLOR: ///< (lightmap) modulate texture by uniform color (q1bsp: q3bsp)
-               DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
-               DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
-               DPSOFTRAST_Draw_Span_FlatColor(span, buffer_FragColor, buffer_texture_color);
-               DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
-               break;
-       case SHADERMODE_VERTEXCOLOR: ///< (lightmap) modulate texture by vertex colors (q3bsp)
-               DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
-               DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
-               DPSOFTRAST_Draw_Span_VertexColor(span, buffer_FragColor, buffer_texture_color, buffer_z);
-               DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
-               break;
-       case SHADERMODE_LIGHTMAP: ///< (lightmap) modulate texture by lightmap texture (q1bsp: q3bsp)
-               DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
-               DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_color, GL20TU_COLOR, 2, buffer_z);
-               DPSOFTRAST_Draw_Span_Texture2DVarying(span, buffer_texture_lightmap, GL20TU_LIGHTMAP, 6, buffer_z);
-               if(!dpsoftrast.user.alphatest && dpsoftrast.fb_blendmode == DPSOFTRAST_BLENDMODE_OPAQUE)
+       }
+       else if (dpsoftrast.shader_permutation & SHADERPERMUTATION_DIFFUSE)
+       {
+               DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+               for (x = startx;x < endx;x++)
                {
-                       DPSOFTRAST_Draw_Span_Lightmap_Finish(span, buffer_texture_color, buffer_texture_lightmap);
+                       z = buffer_z[x];
+                       CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z;
+                       CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z;
+                       CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z;
+                       attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector);
+                       if (attenuation < 0.01f)
+                               continue;
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SHADOWMAP2D)
+                       {
+                               attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector);
+                               if (attenuation < 0.01f)
+                                       continue;
+                       }
+
+                       diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+                       diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+                       diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+                       diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+                       {
+                               diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+                               diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+                               diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+                               diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+                       }
+                       surfacenormal[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+                       surfacenormal[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+                       DPSOFTRAST_Vector3Normalize(surfacenormal);
+
+                       lightnormal[0] = (LightVectordata[0] + LightVectorslope[0]*x) * z;
+                       lightnormal[1] = (LightVectordata[1] + LightVectorslope[1]*x) * z;
+                       lightnormal[2] = (LightVectordata[2] + LightVectorslope[2]*x) * z;
+                       DPSOFTRAST_Vector3Normalize(lightnormal);
+
+                       diffuse = DPSOFTRAST_Vector3Dot(surfacenormal, lightnormal);if (diffuse < 0.0f) diffuse = 0.0f;
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               // scale down the attenuation to account for the cubefilter multiplying everything by 255
+                               attenuation *= (1.0f / 255.0f);
+                               d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse)) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse)) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse)) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)( diffusetex[3]                                                                                                                   );if (d[3] > 255) d[3] = 255;
+                       }
+                       else
+                       {
+                               d[0] = (int)((diffusetex[0] * (Color_Ambient[0] + Color_Diffuse[0] * diffuse)) * LightColor[0]                                   * attenuation);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)((diffusetex[1] * (Color_Ambient[1] + Color_Diffuse[1] * diffuse)) * LightColor[1]                                   * attenuation);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)((diffusetex[2] * (Color_Ambient[2] + Color_Diffuse[2] * diffuse)) * LightColor[2]                                   * attenuation);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)( diffusetex[3]                                                                                                                                                                );if (d[3] > 255) d[3] = 255;
+                       }
+                       buffer_FragColorbgra8[x*4+0] = d[0];
+                       buffer_FragColorbgra8[x*4+1] = d[1];
+                       buffer_FragColorbgra8[x*4+2] = d[2];
+                       buffer_FragColorbgra8[x*4+3] = d[3];
                }
-               else
+       }
+       else
+       {
+               for (x = startx;x < endx;x++)
                {
-                       DPSOFTRAST_Draw_Span_Lightmap(span, buffer_FragColor, buffer_texture_color, buffer_texture_lightmap);
-                       DPSOFTRAST_Draw_Span_Finish(span, buffer_FragColor);
+                       z = buffer_z[x];
+                       CubeVector[0] = (CubeVectordata[0] + CubeVectorslope[0]*x) * z;
+                       CubeVector[1] = (CubeVectordata[1] + CubeVectorslope[1]*x) * z;
+                       CubeVector[2] = (CubeVectordata[2] + CubeVectorslope[2]*x) * z;
+                       attenuation = 1.0f - DPSOFTRAST_Vector3LengthSquared(CubeVector);
+                       if (attenuation < 0.01f)
+                               continue;
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_SHADOWMAP2D)
+                       {
+                               attenuation *= DPSOFTRAST_SampleShadowmap(CubeVector);
+                               if (attenuation < 0.01f)
+                                       continue;
+                       }
+
+                       diffusetex[0] = buffer_texture_colorbgra8[x*4+0];
+                       diffusetex[1] = buffer_texture_colorbgra8[x*4+1];
+                       diffusetex[2] = buffer_texture_colorbgra8[x*4+2];
+                       diffusetex[3] = buffer_texture_colorbgra8[x*4+3];
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_COLORMAPPING)
+                       {
+                               diffusetex[0] += buffer_texture_pantsbgra8[x*4+0] * Color_Pants[0] + buffer_texture_shirtbgra8[x*4+0] * Color_Shirt[0];
+                               diffusetex[1] += buffer_texture_pantsbgra8[x*4+1] * Color_Pants[1] + buffer_texture_shirtbgra8[x*4+1] * Color_Shirt[1];
+                               diffusetex[2] += buffer_texture_pantsbgra8[x*4+2] * Color_Pants[2] + buffer_texture_shirtbgra8[x*4+2] * Color_Shirt[2];
+                               diffusetex[3] += buffer_texture_pantsbgra8[x*4+3] * Color_Pants[3] + buffer_texture_shirtbgra8[x*4+3] * Color_Shirt[3];
+                       }
+                       if (dpsoftrast.shader_permutation & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               // scale down the attenuation to account for the cubefilter multiplying everything by 255
+                               attenuation *= (1.0f / 255.0f);
+                               d[0] = (int)((diffusetex[0] * (Color_Ambient[0])) * LightColor[0] * buffer_texture_cubebgra8[x*4+0] * attenuation);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)((diffusetex[1] * (Color_Ambient[1])) * LightColor[1] * buffer_texture_cubebgra8[x*4+1] * attenuation);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)((diffusetex[2] * (Color_Ambient[2])) * LightColor[2] * buffer_texture_cubebgra8[x*4+2] * attenuation);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)( diffusetex[3]                                                                                      );if (d[3] > 255) d[3] = 255;
+                       }
+                       else
+                       {
+                               d[0] = (int)((diffusetex[0] * (Color_Ambient[0])) * LightColor[0]                                   * attenuation);if (d[0] > 255) d[0] = 255;
+                               d[1] = (int)((diffusetex[1] * (Color_Ambient[1])) * LightColor[1]                                   * attenuation);if (d[1] > 255) d[1] = 255;
+                               d[2] = (int)((diffusetex[2] * (Color_Ambient[2])) * LightColor[2]                                   * attenuation);if (d[2] > 255) d[2] = 255;
+                               d[3] = (int)( diffusetex[3]                                                                                                                                                                );if (d[3] > 255) d[3] = 255;
+                       }
+                       buffer_FragColorbgra8[x*4+0] = d[0];
+                       buffer_FragColorbgra8[x*4+1] = d[1];
+                       buffer_FragColorbgra8[x*4+2] = d[2];
+                       buffer_FragColorbgra8[x*4+3] = d[3];
                }
-               break;
-       case SHADERMODE_FAKELIGHT: ///< (fakelight) modulate texture by "fake" lighting (no lightmaps: no nothing)
-               break;
-       case SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE: ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
-               break;
-       case SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE: ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
-               break;
-       case SHADERMODE_LIGHTDIRECTION: ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-               break;
-       case SHADERMODE_LIGHTSOURCE: ///< (lightsource) use directional pixel shading from light source (rtlight)
-               break;
-       case SHADERMODE_REFRACTION: ///< refract background (the material is rendered normally after this pass)
-               break;
-       case SHADERMODE_WATER: ///< refract background and reflection (the material is rendered normally after this pass)
-               break;
-       case SHADERMODE_SHOWDEPTH: ///< (debugging) renders depth as color
-               break;
-       case SHADERMODE_DEFERREDGEOMETRY: ///< (deferred) render material properties to screenspace geometry buffers
-               break;
-       case SHADERMODE_DEFERREDLIGHTSOURCE: ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
-               break;
-       case SHADERMODE_COUNT:
-               break;
        }
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_Refraction(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_Refraction(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // TODO: IMPLEMENT
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8, 0, span->length*4);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_Water(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+
+void DPSOFTRAST_PixelShader_Water(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // TODO: IMPLEMENT
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8, 0, span->length*4);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_ShowDepth(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_ShowDepth(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // TODO: IMPLEMENT
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8, 0, span->length*4);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_DeferredGeometry(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
 }
 
+void DPSOFTRAST_PixelShader_DeferredGeometry(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // TODO: IMPLEMENT
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8, 0, span->length*4);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+void DPSOFTRAST_VertexShader_DeferredLightSource(void)
+{
+       DPSOFTRAST_Array_Transform(dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.in_array4f[DPSOFTRAST_ARRAY_POSITION], dpsoftrast.draw.numvertices, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+}
+
+void DPSOFTRAST_PixelShader_DeferredLightSource(const DPSOFTRAST_State_Draw_Span * RESTRICT span)
+{
+       // TODO: IMPLEMENT
+       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+       DPSOFTRAST_Draw_Span_Begin(span, buffer_z);
+       memset(buffer_FragColorbgra8, 0, span->length*4);
+       DPSOFTRAST_Draw_Span_FinishBGRA8(span, buffer_FragColorbgra8);
+}
+
+
+
+typedef struct DPSOFTRAST_ShaderModeInfo_s
+{
+       int lodarrayindex;
+       void (*Vertex)(void);
+       void (*Span)(const DPSOFTRAST_State_Draw_Span * RESTRICT span);
+}
+DPSOFTRAST_ShaderModeInfo;
+
+DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COUNT] =
+{
+       {2, DPSOFTRAST_VertexShader_Generic,                        DPSOFTRAST_PixelShader_Generic,                      },
+       {2, DPSOFTRAST_VertexShader_PostProcess,                    DPSOFTRAST_PixelShader_PostProcess,                  },
+       {2, DPSOFTRAST_VertexShader_Depth_Or_Shadow,                DPSOFTRAST_PixelShader_Depth_Or_Shadow,              },
+       {2, DPSOFTRAST_VertexShader_FlatColor,                      DPSOFTRAST_PixelShader_FlatColor,                    },
+       {2, DPSOFTRAST_VertexShader_VertexColor,                    DPSOFTRAST_PixelShader_VertexColor,                  },
+       {2, DPSOFTRAST_VertexShader_Lightmap,                       DPSOFTRAST_PixelShader_Lightmap,                     },
+       {2, DPSOFTRAST_VertexShader_FakeLight,                      DPSOFTRAST_PixelShader_FakeLight,                    },
+       {2, DPSOFTRAST_VertexShader_LightDirectionMap_ModelSpace,   DPSOFTRAST_PixelShader_LightDirectionMap_ModelSpace, },
+       {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace},
+       {2, DPSOFTRAST_VertexShader_LightDirection,                 DPSOFTRAST_PixelShader_LightDirection,               },
+       {2, DPSOFTRAST_VertexShader_LightSource,                    DPSOFTRAST_PixelShader_LightSource,                  },
+       {2, DPSOFTRAST_VertexShader_Refraction,                     DPSOFTRAST_PixelShader_Refraction,                   },
+       {2, DPSOFTRAST_VertexShader_Water,                          DPSOFTRAST_PixelShader_Water,                        },
+       {2, DPSOFTRAST_VertexShader_ShowDepth,                      DPSOFTRAST_PixelShader_ShowDepth,                    },
+       {2, DPSOFTRAST_VertexShader_DeferredGeometry,               DPSOFTRAST_PixelShader_DeferredGeometry,             },
+       {2, DPSOFTRAST_VertexShader_DeferredLightSource,            DPSOFTRAST_PixelShader_DeferredLightSource,          }
+};
+
+
+
 void DPSOFTRAST_Draw_ProcessSpans(void)
 {
        int i;
@@ -2061,7 +3388,7 @@ void DPSOFTRAST_Draw_ProcessSpans(void)
                        // do this before running depthmask code, to allow the pixelshader
                        // to clear pixelmask values for alpha testing
                        if (dpsoftrast.fb_colorpixels[0] && dpsoftrast.fb_colormask)
-                               DPSOFTRAST_Draw_PixelShaderSpan(span);
+                               DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Span(span);
                        if (dpsoftrast.user.depthmask)
                                for (x = 0, d = depth;x < span->length;x++, d += depthslope)
                                        if (pixelmask[x])
@@ -2077,14 +3404,15 @@ void DPSOFTRAST_Draw_ProcessSpans(void)
                                span->pixelmask = pixelmask;
                                span->startx = 0;
                                span->endx = span->length;
-                               DPSOFTRAST_Draw_PixelShaderSpan(span);
+                               DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Span(span);
                        }
                }
        }
 }
 
-void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numtriangles, const int *element3i, const unsigned short *element3s, unsigned char *arraymask)
+void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numtriangles, const int *element3i, const unsigned short *element3s, unsigned char *arraymask)
 {
+#ifdef SSE2_PRESENT
        int cullface = dpsoftrast.user.cullface;
        int width = dpsoftrast.fb_width;
        int height = dpsoftrast.fb_height;
@@ -2093,8 +3421,8 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
        int k;
        int y;
        int e[3];
-       int screenx[4];
-       int screeny[4];
+       ALIGN(int screeny[4]);
+       int starty, endy;
        int screenyless[4];
        int numpoints;
        int clipflags;
@@ -2102,7 +3430,6 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
        int edge0n;
        int edge1p;
        int edge1n;
-       int extent[6];
        int startx;
        int endx;
        float mip_edge0tc[2];
@@ -2126,16 +3453,15 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
        float spanilength;
        float startxlerp;
        float yc;
-       float w;
        float frac;
        float ifrac;
-       float trianglearea2;
-       float triangleedge[2][4];
-       float trianglenormal[4];
-       float clipdist[4];
-       float clipped[DPSOFTRAST_ARRAY_TOTAL][4][4];
-       float screen[4][4];
-       float proj[DPSOFTRAST_ARRAY_TOTAL][4][4];
+       //float trianglearea2;
+       __m128 triangleedge[2];
+       __m128 trianglenormal;
+       ALIGN(float clipdist[4]);
+       ALIGN(float clipped[DPSOFTRAST_ARRAY_TOTAL][4][4]);
+       ALIGN(float screen[4][4]);
+       __m128 proj[DPSOFTRAST_ARRAY_TOTAL][4];
        DPSOFTRAST_Texture *texture;
        DPSOFTRAST_State_Draw_Span *span;
        DPSOFTRAST_State_Draw_Span *oldspan;
@@ -2161,31 +3487,38 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                        e[1] = i*3+1;
                        e[2] = i*3+2;
                }
-               triangleedge[0][0] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+0] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+0];
-               triangleedge[0][1] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+1] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+1];
-               triangleedge[0][2] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+2] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+2];
-               triangleedge[1][0] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4+0] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+0];
-               triangleedge[1][1] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4+1] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+1];
-               triangleedge[1][2] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4+2] - dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+2];
+               {
+                       __m128 v1 = _mm_load_ps(&dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4]);
+                       triangleedge[0] = _mm_sub_ps(_mm_load_ps(&dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4]), v1);
+                       triangleedge[1] = _mm_sub_ps(_mm_load_ps(&dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[2]*4]), v1);
+               }
+               // store normal in 2, 0, 1 order instead of 0, 1, 2 as it requires fewer shuffles and leaves z component accessible as scalar
+               trianglenormal = _mm_sub_ps(_mm_mul_ps(triangleedge[0], _mm_shuffle_ps(triangleedge[1], triangleedge[1], _MM_SHUFFLE(3, 0, 2, 1))),
+                                                                       _mm_mul_ps(_mm_shuffle_ps(triangleedge[0], triangleedge[0], _MM_SHUFFLE(3, 0, 2, 1)), triangleedge[1]));
+#if 0
+               trianglenormal[2] = triangleedge[0][0] * triangleedge[1][1] - triangleedge[0][1] * triangleedge[1][0];
                trianglenormal[0] = triangleedge[0][1] * triangleedge[1][2] - triangleedge[0][2] * triangleedge[1][1];
                trianglenormal[1] = triangleedge[0][2] * triangleedge[1][0] - triangleedge[0][0] * triangleedge[1][2];
-               trianglenormal[2] = triangleedge[0][0] * triangleedge[1][1] - triangleedge[0][1] * triangleedge[1][0];
-               trianglearea2 = trianglenormal[0] * trianglenormal[0] + trianglenormal[1] * trianglenormal[1] + trianglenormal[2] * trianglenormal[2];
-               // skip degenerate triangles, nothing good can come from them...
-               if (trianglearea2 == 0.0f)
-                       continue;
+#endif
                // apply current cullface mode (this culls many triangles)
                switch(cullface)
                {
                case GL_BACK:
-                       if (trianglenormal[2] < 0)
+                       if (_mm_ucomilt_ss(trianglenormal, _mm_setzero_ps()))
                                continue;
                        break;
                case GL_FRONT:
-                       if (trianglenormal[2] > 0)
+                       if (_mm_ucomigt_ss(trianglenormal, _mm_setzero_ps()))
                                continue;
                        break;
                }
+#if 0
+               trianglearea2 = trianglenormal[0] * trianglenormal[0] + trianglenormal[1] * trianglenormal[1] + trianglenormal[2] * trianglenormal[2];
+               // skip degenerate triangles, nothing good can come from them...
+               if (trianglearea2 == 0.0f)
+                       continue;
+#endif
+               
                // calculate distance from nearplane
                clipdist[0] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[0]*4+2] + 1.0f;
                clipdist[1] = dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION][e[1]*4+2] + 1.0f;
@@ -2209,7 +3542,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                        ifrac = 1.0f - frac;\
                        for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)\
                        {\
-                               if (arraymask[j])\
+                               /*if (arraymask[j])*/\
                                {\
                                        clipped[j][k][0] = dpsoftrast.draw.post_array4f[j][e[p1]*4+0]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+0]*frac;\
                                        clipped[j][k][1] = dpsoftrast.draw.post_array4f[j][e[p1]*4+1]*ifrac+dpsoftrast.draw.post_array4f[j][e[p2]*4+1]*frac;\
@@ -2221,7 +3554,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
 #define CLIPPEDVERTEXCOPY(k,p1) \
                        for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)\
                        {\
-                               if (arraymask[j])\
+                               /*if (arraymask[j])*/\
                                {\
                                        clipped[j][k][0] = dpsoftrast.draw.post_array4f[j][e[p1]*4+0];\
                                        clipped[j][k][1] = dpsoftrast.draw.post_array4f[j][e[p1]*4+1];\
@@ -2282,42 +3615,30 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                        // triangle is entirely behind nearplane
                        continue;
                }
-               // calculate integer y coords for triangle points
-               screenx[0] = (int)(screen[0][0]);
-               screeny[0] = (int)(screen[0][1]);
-               screenx[1] = (int)(screen[1][0]);
-               screeny[1] = (int)(screen[1][1]);
-               screenx[2] = (int)(screen[2][0]);
-               screeny[2] = (int)(screen[2][1]);
-               screenx[3] = (int)(screen[3][0]);
-               screeny[3] = (int)(screen[3][1]);
-               // figure out the extents (bounding box) of the triangle
-               extent[0] = screenx[0];
-               extent[1] = screeny[0];
-               extent[2] = screenx[0];
-               extent[3] = screeny[0];
-               for (j = 1;j < numpoints;j++)
                {
-                       if (extent[0] > screenx[j]) extent[0] = screenx[j];
-                       if (extent[1] > screeny[j]) extent[1] = screeny[j];
-                       if (extent[2] < screenx[j]) extent[2] = screenx[j];
-                       if (extent[3] < screeny[j]) extent[3] = screeny[j];
+                       // calculate integer y coords for triangle points
+                       __m128i screeni = _mm_packs_epi32(_mm_cvttps_epi32(_mm_shuffle_ps(_mm_load_ps(screen[0]), _mm_load_ps(screen[1]), _MM_SHUFFLE(1, 0, 1, 0))),
+                                                                                 _mm_cvttps_epi32(_mm_shuffle_ps(_mm_load_ps(screen[2]), _mm_load_ps(screen[3]), _MM_SHUFFLE(1, 0, 1, 0)))),
+                                       screenir, screenmin, screenmax;
+                       if (numpoints <= 3) screeni = _mm_shuffle_epi32(screeni, _MM_SHUFFLE(2, 2, 1, 0));
+                       screenir = _mm_shuffle_epi32(screeni, _MM_SHUFFLE(1, 0, 3, 2)),
+                       screenmin = _mm_min_epi16(screeni, screenir);
+                       screenmax = _mm_max_epi16(screeni, screenir);
+                       screenmin = _mm_min_epi16(screenmin, _mm_shufflelo_epi16(screenmin, _MM_SHUFFLE(1, 0, 3, 2)));
+                       screenmax = _mm_max_epi16(screenmax, _mm_shufflelo_epi16(screenmax, _MM_SHUFFLE(1, 0, 3, 2)));
+                       screenmin = _mm_max_epi16(screenmin, _mm_setzero_si128());
+                       screenmax = _mm_min_epi16(screenmax, _mm_setr_epi16(width-1, height-1, 0, 0, 0, 0, 0, 0));
+                       // skip offscreen triangles
+                       {
+                               __m128i cc = _mm_cmplt_epi16(screenmax, screenmin);
+                               if (_mm_extract_epi16(cc, 0)|_mm_extract_epi16(cc, 1))
+                                       continue;
+                       }
+                       starty = _mm_extract_epi16(screenmin, 1);
+                       endy = _mm_extract_epi16(screenmax, 1)+1;
+                       _mm_store_si128((__m128i *)screeny, _mm_srai_epi32(screeni, 16));
                }
-               //extent[0]--;
-               //extent[1]--;
-               extent[2]++;
-               extent[3]++;
-               if (extent[0] < 0)
-                       extent[0] = 0;
-               if (extent[1] < 0)
-                       extent[1] = 0;
-               if (extent[2] > width)
-                       extent[2] = width;
-               if (extent[3] > height)
-                       extent[3] = height;
-               // skip offscreen triangles
-               if (extent[2] <= extent[0] || extent[3] <= extent[1])
-                       continue;
+
                // okay, this triangle is going to produce spans, we'd better project
                // the interpolants now (this is what gives perspective texturing),
                // this consists of simply multiplying all arrays by the W coord
@@ -2326,15 +3647,11 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                // values
                for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
                {
-                       if (arraymask[j])
+                       //if (arraymask[j])
                        {
                                for (k = 0;k < numpoints;k++)
                                {
-                                       w = screen[k][3];
-                                       proj[j][k][0] = clipped[j][k][0] * w;
-                                       proj[j][k][1] = clipped[j][k][1] * w;
-                                       proj[j][k][2] = clipped[j][k][2] * w;
-                                       proj[j][k][3] = clipped[j][k][3] * w;
+                                       proj[j][k] = _mm_mul_ps(_mm_load_ps(clipped[j][k]), _mm_set1_ps(screen[k][3]));
                                }
                        }
                }
@@ -2355,16 +3672,16 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                                        mip[j] = 0;
                                        continue;
                                }
-                               // FIXME: use appropriate array for this texture!
-                               mip_edge0tc[0] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][0][0] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][0]) * texture->mipmap[0][2];
-                               mip_edge0tc[1] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][0][1] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][1]) * texture->mipmap[0][3];
-                               mip_edge1tc[0] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][2][0] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][0]) * texture->mipmap[0][2];
-                               mip_edge1tc[1] = (clipped[DPSOFTRAST_ARRAY_TEXCOORD0][2][1] - clipped[DPSOFTRAST_ARRAY_TEXCOORD0][1][1]) * texture->mipmap[0][3];
+                               k = DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].lodarrayindex;
+                               mip_edge0tc[0] = (clipped[k][0][0] - clipped[k][1][0]) * texture->mipmap[0][2];
+                               mip_edge0tc[1] = (clipped[k][0][1] - clipped[k][1][1]) * texture->mipmap[0][3];
+                               mip_edge1tc[0] = (clipped[k][2][0] - clipped[k][1][0]) * texture->mipmap[0][2];
+                               mip_edge1tc[1] = (clipped[k][2][1] - clipped[k][1][1]) * texture->mipmap[0][3];
                                mip_edge0mip = (mip_edge0tc[0]*mip_edge0tc[0]+mip_edge0tc[1]*mip_edge0tc[1]) * mip_edge0xymul;
                                mip_edge1mip = (mip_edge1tc[0]*mip_edge1tc[0]+mip_edge1tc[1]*mip_edge1tc[1]) * mip_edge1xymul;
                                // this will be multiplied in the texturing routine by the texture resolution
                                mipdensity = mip_edge0mip < mip_edge1mip ? mip_edge0mip : mip_edge1mip;
-                               y = (int)(log(mipdensity)/log(2) + 0.5f);
+                               y = (int)(log(mipdensity)/log(2.0f));
                                if (y < 0)
                                        y = 0;
                                if (y > texture->mipmaps - 1)
@@ -2379,7 +3696,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                // TODO: optimize?  the edges could have data slopes calculated
                // TODO: optimize?  the data slopes could be calculated as a plane
                //       (2D slopes) to avoid any interpolation along edges at all
-               for (y = extent[1];y < extent[3];y++)
+               for (y = starty;y < endy;y++)
                {
                        // get center of pixel y
                        yc = y;
@@ -2490,95 +3807,60 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                        memcpy(span->mip, mip, sizeof(span->mip));
                        span->start = y * width + startx;
                        span->length = endx - startx;
-                       j = DPSOFTRAST_ARRAY_TOTAL;
-                       if (edge0xf < edge1xf)
                        {
-                               span->data[0][j][0] = screen[edge0p][0] * edge0yilerp + screen[edge0n][0] * edge0ylerp;
-                               span->data[0][j][1] = screen[edge0p][1] * edge0yilerp + screen[edge0n][1] * edge0ylerp;
-                               span->data[0][j][2] = screen[edge0p][2] * edge0yilerp + screen[edge0n][2] * edge0ylerp;
-                               span->data[0][j][3] = screen[edge0p][3] * edge0yilerp + screen[edge0n][3] * edge0ylerp;
-                               span->data[1][j][0] = screen[edge1p][0] * edge1yilerp + screen[edge1n][0] * edge1ylerp;
-                               span->data[1][j][1] = screen[edge1p][1] * edge1yilerp + screen[edge1n][1] * edge1ylerp;
-                               span->data[1][j][2] = screen[edge1p][2] * edge1yilerp + screen[edge1n][2] * edge1ylerp;
-                               span->data[1][j][3] = screen[edge1p][3] * edge1yilerp + screen[edge1n][3] * edge1ylerp;
-                               for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
+                               __m128 edge0ylerpm = _mm_set1_ps(edge0ylerp), edge0yilerpm = _mm_set1_ps(edge0yilerp),
+                                          edge1ylerpm = _mm_set1_ps(edge1ylerp), edge1yilerpm = _mm_set1_ps(edge1yilerp),
+                                          spanilengthm = _mm_set1_ps(spanilength), startxlerpm = _mm_set1_ps(startxlerp),
+                                          data0, data1;
+                               j = DPSOFTRAST_ARRAY_TOTAL;
+                               if (edge0xf < edge1xf)
                                {
-                                       if (arraymask[j])
+                                       data0 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(screen[edge0p]), edge0yilerpm), _mm_mul_ps(_mm_load_ps(screen[edge0n]), edge0ylerpm));
+                                       data1 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(screen[edge1p]), edge1yilerpm), _mm_mul_ps(_mm_load_ps(screen[edge1n]), edge1ylerpm));
+                                       data1 = _mm_mul_ps(_mm_sub_ps(data1, data0), spanilengthm);
+                                       data0 = _mm_add_ps(data0, _mm_mul_ps(data1, startxlerpm));
+                                       _mm_store_ps(span->data[0][j], data0);
+                                       _mm_store_ps(span->data[1][j], data1);
+                                       for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
                                        {
-                                               span->data[0][j][0] = proj[j][edge0p][0] * edge0yilerp + proj[j][edge0n][0] * edge0ylerp;
-                                               span->data[0][j][1] = proj[j][edge0p][1] * edge0yilerp + proj[j][edge0n][1] * edge0ylerp;
-                                               span->data[0][j][2] = proj[j][edge0p][2] * edge0yilerp + proj[j][edge0n][2] * edge0ylerp;
-                                               span->data[0][j][3] = proj[j][edge0p][3] * edge0yilerp + proj[j][edge0n][3] * edge0ylerp;
-                                               span->data[1][j][0] = proj[j][edge1p][0] * edge1yilerp + proj[j][edge1n][0] * edge1ylerp;
-                                               span->data[1][j][1] = proj[j][edge1p][1] * edge1yilerp + proj[j][edge1n][1] * edge1ylerp;
-                                               span->data[1][j][2] = proj[j][edge1p][2] * edge1yilerp + proj[j][edge1n][2] * edge1ylerp;
-                                               span->data[1][j][3] = proj[j][edge1p][3] * edge1yilerp + proj[j][edge1n][3] * edge1ylerp;
+                                               //if (arraymask[j])
+                                               {
+                                                       data0 = _mm_add_ps(_mm_mul_ps(proj[j][edge0p], edge0yilerpm), _mm_mul_ps(proj[j][edge0n], edge0ylerpm));
+                                                       data1 = _mm_add_ps(_mm_mul_ps(proj[j][edge1p], edge1yilerpm), _mm_mul_ps(proj[j][edge1n], edge1ylerpm));
+                                                       data1 = _mm_mul_ps(_mm_sub_ps(data1, data0), spanilengthm);
+                                                       data0 = _mm_add_ps(data0, _mm_mul_ps(data1, startxlerpm));
+                                                       _mm_store_ps(span->data[0][j], data0);
+                                                       _mm_store_ps(span->data[1][j], data1);
+                                               }
                                        }
                                }
-                       }
-                       else
-                       {
-                               span->data[0][j][0] = screen[edge1p][0] * edge1yilerp + screen[edge1n][0] * edge1ylerp;
-                               span->data[0][j][1] = screen[edge1p][1] * edge1yilerp + screen[edge1n][1] * edge1ylerp;
-                               span->data[0][j][2] = screen[edge1p][2] * edge1yilerp + screen[edge1n][2] * edge1ylerp;
-                               span->data[0][j][3] = screen[edge1p][3] * edge1yilerp + screen[edge1n][3] * edge1ylerp;
-                               span->data[1][j][0] = screen[edge0p][0] * edge0yilerp + screen[edge0n][0] * edge0ylerp;
-                               span->data[1][j][1] = screen[edge0p][1] * edge0yilerp + screen[edge0n][1] * edge0ylerp;
-                               span->data[1][j][2] = screen[edge0p][2] * edge0yilerp + screen[edge0n][2] * edge0ylerp;
-                               span->data[1][j][3] = screen[edge0p][3] * edge0yilerp + screen[edge0n][3] * edge0ylerp;
-                               for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
+                               else
                                {
-                                       if (arraymask[j])
+                                       data0 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(screen[edge1p]), edge1yilerpm), _mm_mul_ps(_mm_load_ps(screen[edge1n]), edge1ylerpm));
+                                       data1 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(screen[edge0p]), edge0yilerpm), _mm_mul_ps(_mm_load_ps(screen[edge0n]), edge0ylerpm));
+                                       data1 = _mm_mul_ps(_mm_sub_ps(data1, data0), spanilengthm);
+                                       data0 = _mm_add_ps(data0, _mm_mul_ps(data1, startxlerpm));
+                                       _mm_store_ps(span->data[0][j], data0);
+                                       _mm_store_ps(span->data[1][j], data1);
+                                       for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
                                        {
-                                               span->data[0][j][0] = proj[j][edge1p][0] * edge1yilerp + proj[j][edge1n][0] * edge1ylerp;
-                                               span->data[0][j][1] = proj[j][edge1p][1] * edge1yilerp + proj[j][edge1n][1] * edge1ylerp;
-                                               span->data[0][j][2] = proj[j][edge1p][2] * edge1yilerp + proj[j][edge1n][2] * edge1ylerp;
-                                               span->data[0][j][3] = proj[j][edge1p][3] * edge1yilerp + proj[j][edge1n][3] * edge1ylerp;
-                                               span->data[1][j][0] = proj[j][edge0p][0] * edge0yilerp + proj[j][edge0n][0] * edge0ylerp;
-                                               span->data[1][j][1] = proj[j][edge0p][1] * edge0yilerp + proj[j][edge0n][1] * edge0ylerp;
-                                               span->data[1][j][2] = proj[j][edge0p][2] * edge0yilerp + proj[j][edge0n][2] * edge0ylerp;
-                                               span->data[1][j][3] = proj[j][edge0p][3] * edge0yilerp + proj[j][edge0n][3] * edge0ylerp;
+                                               //if (arraymask[j])
+                                               {
+                                                       data0 = _mm_add_ps(_mm_mul_ps(proj[j][edge1p], edge1yilerpm), _mm_mul_ps(proj[j][edge1n], edge1ylerpm));
+                                                       data1 = _mm_add_ps(_mm_mul_ps(proj[j][edge0p], edge0yilerpm), _mm_mul_ps(proj[j][edge0n], edge0ylerpm));
+                                                       data1 = _mm_mul_ps(_mm_sub_ps(data1, data0), spanilengthm);
+                                                       data0 = _mm_add_ps(data0, _mm_mul_ps(data1, startxlerpm));
+                                                       _mm_store_ps(span->data[0][j], data0);
+                                                       _mm_store_ps(span->data[1][j], data1);
+                                               }
                                        }
                                }
                        }
-                       // change data[1][n][] to be a data slope
-                       j = DPSOFTRAST_ARRAY_TOTAL;
-                       span->data[1][j][0] = (span->data[1][j][0] - span->data[0][j][0]) * spanilength;
-                       span->data[1][j][1] = (span->data[1][j][1] - span->data[0][j][1]) * spanilength;
-                       span->data[1][j][2] = (span->data[1][j][2] - span->data[0][j][2]) * spanilength;
-                       span->data[1][j][3] = (span->data[1][j][3] - span->data[0][j][3]) * spanilength;
-                       for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
-                       {
-                               if (arraymask[j])
-                               {
-                                       span->data[1][j][0] = (span->data[1][j][0] - span->data[0][j][0]) * spanilength;
-                                       span->data[1][j][1] = (span->data[1][j][1] - span->data[0][j][1]) * spanilength;
-                                       span->data[1][j][2] = (span->data[1][j][2] - span->data[0][j][2]) * spanilength;
-                                       span->data[1][j][3] = (span->data[1][j][3] - span->data[0][j][3]) * spanilength;
-                               }
-                       }
-                       // adjust the data[0][n][] to be correct for the pixel centers
-                       // this also handles horizontal clipping where a major part of the
-                       // span may be off the left side of the screen
-                       j = DPSOFTRAST_ARRAY_TOTAL;
-                       span->data[0][j][0] += span->data[1][j][0] * startxlerp;
-                       span->data[0][j][1] += span->data[1][j][1] * startxlerp;
-                       span->data[0][j][2] += span->data[1][j][2] * startxlerp;
-                       span->data[0][j][3] += span->data[1][j][3] * startxlerp;
-                       for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
-                       {
-                               if (arraymask[j])
-                               {
-                                       span->data[0][j][0] += span->data[1][j][0] * startxlerp;
-                                       span->data[0][j][1] += span->data[1][j][1] * startxlerp;
-                                       span->data[0][j][2] += span->data[1][j][2] * startxlerp;
-                                       span->data[0][j][3] += span->data[1][j][3] * startxlerp;
-                               }
-                       }
                        // to keep the shader routines from needing more than a small
                        // buffer for pixel intermediate data, we split long spans...
                        while (span->length > DPSOFTRAST_DRAW_MAXSPANLENGTH)
                        {
+                               __m128 maxspanlengthm;
                                span->length = DPSOFTRAST_DRAW_MAXSPANLENGTH;
                                if (dpsoftrast.draw.numspans >= DPSOFTRAST_DRAW_MAXSPANQUEUE)
                                {
@@ -2592,18 +3874,13 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                                span->start = y * width + startx;
                                span->length = endx - startx;
                                j = DPSOFTRAST_ARRAY_TOTAL;
-                               span->data[0][j][0] += span->data[1][j][0] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
-                               span->data[0][j][1] += span->data[1][j][1] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
-                               span->data[0][j][2] += span->data[1][j][2] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
-                               span->data[0][j][3] += span->data[1][j][3] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+                               maxspanlengthm = _mm_set1_ps(DPSOFTRAST_DRAW_MAXSPANLENGTH);
+                               _mm_store_ps(span->data[0][j], _mm_add_ps(_mm_load_ps(span->data[0][j]), _mm_mul_ps(_mm_load_ps(span->data[1][j]), maxspanlengthm)));
                                for (j = 0;j < DPSOFTRAST_ARRAY_TOTAL;j++)
                                {
-                                       if (arraymask[j])
+                                       //if (arraymask[j])
                                        {
-                                               span->data[0][j][0] += span->data[1][j][0] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
-                                               span->data[0][j][1] += span->data[1][j][1] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
-                                               span->data[0][j][2] += span->data[1][j][2] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
-                                               span->data[0][j][3] += span->data[1][j][3] * DPSOFTRAST_DRAW_MAXSPANLENGTH;
+                                                _mm_store_ps(span->data[0][j], _mm_add_ps(_mm_load_ps(span->data[0][j]), _mm_mul_ps(_mm_load_ps(span->data[1][j]), maxspanlengthm)));
                                        }
                                }
                        }
@@ -2623,6 +3900,7 @@ void DPSOFTRAST_Draw_ProcessTriangles(int firstvertex, int numvertices, int numt
                DPSOFTRAST_Draw_ProcessSpans();
                dpsoftrast.draw.numspans = 0;
        }
+#endif
 }
 
 void DPSOFTRAST_Draw_DebugPoints(void)
@@ -2672,9 +3950,9 @@ void DPSOFTRAST_DrawTriangles(int firstvertex, int numvertices, int numtriangles
        arraymask[9] = dpsoftrast.pointer_texcoordf[7] != NULL;
        DPSOFTRAST_Validate(DPSOFTRAST_VALIDATE_DRAW);
        DPSOFTRAST_Draw_LoadVertices(firstvertex, numvertices, true);
-       DPSOFTRAST_Draw_VertexShader();
+       DPSOFTRAST_ShaderModeTable[dpsoftrast.shader_mode].Vertex();
        DPSOFTRAST_Draw_ProjectVertices(dpsoftrast.draw.screencoord4f, dpsoftrast.draw.post_array4f[DPSOFTRAST_ARRAY_POSITION], numvertices);
-       DPSOFTRAST_Draw_ProcessTriangles(firstvertex, numvertices, numtriangles, element3i, element3s, arraymask);
+       DPSOFTRAST_Draw_ProcessTriangles(firstvertex, numtriangles, element3i, element3s, arraymask);
 }
 
 void DPSOFTRAST_Init(int width, int height, unsigned int *colorpixels, unsigned int *depthpixels)
@@ -2738,8 +4016,9 @@ void DPSOFTRAST_Shutdown(void)
        int i;
        for (i = 0;i < dpsoftrast.texture_end;i++)
                if (dpsoftrast.texture[i].bytes)
-                       free(dpsoftrast.texture[i].bytes);
+                       MM_FREE(dpsoftrast.texture[i].bytes);
        if (dpsoftrast.texture)
                free(dpsoftrast.texture);
        memset(&dpsoftrast, 0, sizeof(dpsoftrast));
 }
+