]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
fix sky drawing really this tiem
[xonotic/darkplaces.git] / gl_rmain.c
index 41734a4e1cf45adaafac316b93c64fd15c25592d..04b58483d06656df52ff864123951609a2c2525f 100644 (file)
@@ -24,15 +24,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "polygon.h"
 #include "image.h"
+#include "ft2.h"
 
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
 
-static int r_frame = 0; ///< used only by R_GetCurrentTexture
+static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
 
-qboolean r_loadnormalmap;
-qboolean r_loadgloss;
+static qboolean r_loadnormalmap;
+static qboolean r_loadgloss;
 qboolean r_loadfog;
+static qboolean r_loaddds;
+static qboolean r_savedds;
 
 //
 // screen size info
@@ -95,7 +98,7 @@ cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0",
 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
-cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "1", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
+cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -106,6 +109,15 @@ cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Ne
 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
 
+cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
+cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
+
+cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
+
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
@@ -126,7 +138,7 @@ cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier"
 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
 
-cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
@@ -156,6 +168,9 @@ cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* s
 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
+cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
+cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 
 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
@@ -202,6 +217,18 @@ rtexture_t *r_texture_fogattenuation;
 rtexture_t *r_texture_gammaramps;
 unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
+rtexture_t *r_texture_reflectcube;
+
+// TODO: hash lookups?
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+int r_texture_numcubemaps;
+cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
 
 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
@@ -284,22 +311,22 @@ static void R_BuildBlankTextures(void)
        data[1] = 128; // normal Y
        data[0] = 255; // normal Z
        data[3] = 128; // height
-       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
        data[0] = 255;
        data[1] = 255;
        data[2] = 255;
        data[3] = 255;
-       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
        data[0] = 128;
        data[1] = 128;
        data[2] = 128;
        data[3] = 255;
-       r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+       r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
        data[0] = 0;
        data[1] = 0;
        data[2] = 0;
        data[3] = 255;
-       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildNoTexture(void)
@@ -327,14 +354,14 @@ static void R_BuildNoTexture(void)
                        }
                }
        }
-       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildWhiteCube(void)
 {
        unsigned char data[6*1*1*4];
        memset(data, 255, sizeof(data));
-       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildNormalizationCube(void)
@@ -343,7 +370,8 @@ static void R_BuildNormalizationCube(void)
        vec3_t v;
        vec_t s, t, intensity;
 #define NORMSIZE 64
-       unsigned char data[6][NORMSIZE][NORMSIZE][4];
+       unsigned char *data;
+       data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
        for (side = 0;side < 6;side++)
        {
                for (y = 0;y < NORMSIZE;y++)
@@ -387,14 +415,15 @@ static void R_BuildNormalizationCube(void)
                                        break;
                                }
                                intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
-                               data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
-                               data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
-                               data[side][y][x][3] = 255;
+                               data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
+                               data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
+                               data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
+                               data[((side*64+y)*64+x)*4+3] = 255;
                        }
                }
        }
-       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+       Mem_Free(data);
 }
 
 static void R_BuildFogTexture(void)
@@ -414,18 +443,18 @@ static void R_BuildFogTexture(void)
        for (x = 0;x < FOGMASKTABLEWIDTH;x++)
        {
                d = (x * r - r_refdef.fogmasktable_start);
-               if(developer.integer >= 100)
-                       Con_Printf("%f ", d);
+               if(developer_extra.integer)
+                       Con_DPrintf("%f ", d);
                d = max(0, d);
                if (r_fog_exp2.integer)
                        alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
                else
                        alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
-               if(developer.integer >= 100)
-                       Con_Printf(" : %f ", alpha);
+               if(developer_extra.integer)
+                       Con_DPrintf(" : %f ", alpha);
                alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
-               if(developer.integer >= 100)
-                       Con_Printf(" = %f\n", alpha);
+               if(developer_extra.integer)
+                       Con_DPrintf(" = %f\n", alpha);
                r_refdef.fogmasktable[x] = bound(0, alpha, 1);
        }
 
@@ -448,30 +477,86 @@ static void R_BuildFogTexture(void)
        }
        else
        {
-               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
-               //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
+               //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
        }
 }
 
+//=======================================================================================================================================================
+
 static const char *builtinshaderstring =
 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
 "// written by Forest 'LordHavoc' Hale\n"
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
+"\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"# define USEFOG\n"
+"#endif\n"
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#define USELIGHTMAP\n"
+"#endif\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
+"#define USEEYEVECTOR\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
+"# extension GL_ARB_texture_rectangle : enable\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAP2D\n"
+"# ifdef GL_EXT_gpu_shader4\n"
+"#   extension GL_EXT_gpu_shader4 : enable\n"
+"# endif\n"
+"# ifdef GL_ARB_texture_gather\n"
+"#   extension GL_ARB_texture_gather : enable\n"
+"# else\n"
+"#   ifdef GL_AMD_texture_texture4\n"
+"#     extension GL_AMD_texture_texture4 : enable\n"
+"#   endif\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
+"\n"
+"//#ifdef USESHADOWSAMPLER\n"
+"//# extension GL_ARB_shadow : enable\n"
+"//#endif\n"
+"\n"
+"//#ifdef __GLSL_CG_DATA_TYPES\n"
+"//# define myhalf half\n"
+"//# define myhalf2 half2\n"
+"//# define myhalf3 half3\n"
+"//# define myhalf4 half4\n"
+"//#else\n"
+"# define myhalf float\n"
+"# define myhalf2 vec2\n"
+"# define myhalf3 vec3\n"
+"# define myhalf4 vec4\n"
+"//#endif\n"
 "\n"
-"// enable various extensions depending on permutation:\n"
+"#ifdef VERTEX_SHADER\n"
+"uniform mat4 ModelViewProjectionMatrix;\n"
+"#endif\n"
 "\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
-"      gl_Position = ftransform();\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_DEPTH_ORSHADOW\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_SHOWDEPTH\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
-"      gl_Position = ftransform();\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "      gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
 "}\n"
 "#endif\n"
@@ -483,14 +568,21 @@ static const char *builtinshaderstring =
 "}\n"
 "#endif\n"
 "#else // !MODE_SHOWDEPTH\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_POSTPROCESS\n"
+"varying vec2 TexCoord1;\n"
+"varying vec2 TexCoord2;\n"
+"\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
-"      gl_Position = ftransform();\n"
-"      gl_TexCoord[0] = gl_MultiTexCoord0;\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
 "#ifdef USEBLOOM\n"
-"      gl_TexCoord[1] = gl_MultiTexCoord1;\n"
+"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
 "#endif\n"
 "}\n"
 "#endif\n"
@@ -518,9 +610,9 @@ static const char *builtinshaderstring =
 "uniform vec2 PixelSize;\n"
 "void main(void)\n"
 "{\n"
-"      gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"      gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
 "#ifdef USEBLOOM\n"
-"      gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"      gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
 "#endif\n"
 "#ifdef USEVIEWTINT\n"
 "      gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
@@ -529,11 +621,11 @@ static const char *builtinshaderstring =
 "#ifdef USEPOSTPROCESSING\n"
 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
 "      gl_FragColor /= (1 + 5 * UserVec1.y);\n"
 "#endif\n"
 "\n"
@@ -552,18 +644,28 @@ static const char *builtinshaderstring =
 "}\n"
 "#endif\n"
 "#else // !MODE_POSTPROCESS\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_GENERIC\n"
+"#ifdef USEDIFFUSE\n"
+"varying vec2 TexCoord1;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"varying vec2 TexCoord2;\n"
+"#endif\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_FrontColor = gl_Color;\n"
 "#ifdef USEDIFFUSE\n"
-"      gl_TexCoord[0] = gl_MultiTexCoord0;\n"
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
 "#endif\n"
 "#ifdef USESPECULAR\n"
-"      gl_TexCoord[1] = gl_MultiTexCoord1;\n"
+"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
 "#endif\n"
-"      gl_Position = ftransform();\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -579,31 +681,36 @@ static const char *builtinshaderstring =
 "{\n"
 "      gl_FragColor = gl_Color;\n"
 "#ifdef USEDIFFUSE\n"
-"      gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"      gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
 "#endif\n"
 "\n"
 "#ifdef USESPECULAR\n"
-"      vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
+"      vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
+"# ifdef USECOLORMAPPING\n"
 "      gl_FragColor *= tex2;\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
+"# endif\n"
+"# ifdef USEGLOW\n"
 "      gl_FragColor += tex2;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
+"# endif\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
 "      gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
+"# endif\n"
 "#endif\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_GENERIC\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_BLOOMBLUR\n"
+"varying TexCoord;\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_FrontColor = gl_Color;\n"
-"      gl_TexCoord[0] = gl_MultiTexCoord0;\n"
-"      gl_Position = ftransform();\n"
+"      TexCoord = gl_MultiTexCoord0.xy;\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -614,7 +721,7 @@ static const char *builtinshaderstring =
 "void main(void)\n"
 "{\n"
 "      int i;\n"
-"      vec2 tc = gl_TexCoord[0].xy;\n"
+"      vec2 tc = TexCoord;\n"
 "      vec3 color = texture2D(Texture_First, tc).rgb;\n"
 "      tc += BloomBlur_Parameters.xy;\n"
 "      for (i = 1;i < SAMPLES;i++)\n"
@@ -635,7 +742,7 @@ static const char *builtinshaderstring =
 "void main(void)\n"
 "{\n"
 "      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"      gl_Position = ftransform();\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "}\n"
 "#endif\n"
@@ -673,6 +780,10 @@ static const char *builtinshaderstring =
 "}\n"
 "#endif\n"
 "#else // !MODE_REFRACTION\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_WATER\n"
 "varying vec2 TexCoord;\n"
 "varying vec3 EyeVector;\n"
@@ -688,7 +799,7 @@ static const char *builtinshaderstring =
 "      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
 "      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
 "      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"      gl_Position = ftransform();\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "}\n"
 "#endif\n"
@@ -711,6 +822,7 @@ static const char *builtinshaderstring =
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
 "      vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
@@ -733,55 +845,16 @@ static const char *builtinshaderstring =
 "#endif\n"
 "#else // !MODE_WATER\n"
 "\n"
-"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
-"# extension GL_ARB_texture_rectangle : enable\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"#   extension GL_EXT_gpu_shader4 : enable\n"
-"# endif\n"
-"# ifdef GL_ARB_texture_gather\n"
-"#   extension GL_ARB_texture_gather : enable\n"
-"# else\n"
-"#   ifdef GL_AMD_texture_texture4\n"
-"#     extension GL_AMD_texture_texture4 : enable\n"
-"#   endif\n"
-"# endif\n"
-"#endif\n"
 "\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# extension GL_EXT_gpu_shader4 : enable\n"
-"#endif\n"
 "\n"
-"#ifdef USESHADOWSAMPLER\n"
-"# extension GL_ARB_shadow : enable\n"
-"#endif\n"
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3half3\n"
-"//# define myhalf4 half4\n"
-"//#else\n"
-"# define myhalf float\n"
-"# define myhalf2 vec2\n"
-"# define myhalf3 vec3\n"
-"# define myhalf4 vec4\n"
-"//#endif\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"\n"
 "varying vec2 TexCoord;\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "varying vec2 TexCoord2;\n"
 "#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"#define USELIGHTMAP\n"
+"#ifdef USELIGHTMAP\n"
 "varying vec2 TexCoordLightmap;\n"
 "#endif\n"
 "\n"
@@ -789,24 +862,18 @@ static const char *builtinshaderstring =
 "varying vec3 CubeVector;\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying vec3 LightVector;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTION)\n"
+"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
 "varying vec3 LightVector;\n"
 "#endif\n"
 "\n"
-"#if defined(USEOFFSETMAPPING) || defined(USESPECULAR)\n"
-"//#if defined(USEOFFSETMAPPING) || defined(USESPECULAR) || defined(MODE_LIGHTDIRECTION) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"#define USEEYEVECTOR\n"
+"#ifdef USEEYEVECTOR\n"
 "varying vec3 EyeVector;\n"
 "#endif\n"
 "#ifdef USEFOG\n"
-"varying vec3 EyeVectorModelSpace;\n"
-"varying float FogPlaneVertexDist;\n"
+"varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
 "#endif\n"
 "\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
@@ -833,151 +900,21 @@ static const char *builtinshaderstring =
 "\n"
 "\n"
 "\n"
-"// vertex shader specific:\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
 "\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FrontColor = gl_Color;\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      VectorS = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz).xyz;\n"
-"      VectorT = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz).xyz;\n"
-"      VectorR = normalize(gl_NormalMatrix * gl_MultiTexCoord3.xyz).xyz;\n"
-"      gl_Position = ftransform();\n"
-"}\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"void main(void)\n"
-"{\n"
-"      ModelViewPosition = gl_ModelViewMatrix * gl_Vertex;\n"
-"      gl_Position = ftransform();\n"
-"}\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform mat4 ModelToLight;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"      gl_FrontColor = gl_Color;\n"
-"#endif\n"
-"      // copy the surface texcoord\n"
-"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // transform vertex position into light attenuation/cubemap space\n"
-"      // (-1 to +1 across the light box)\n"
-"      CubeVector = vec3(ModelToLight * gl_Vertex);\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-"      // transform unnormalized light direction into tangent space\n"
-"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
-"      //  normalize it per pixel)\n"
-"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-"#ifndef USEFOG\n"
-"      vec3 EyeVectorModelSpace;\n"
-"#endif\n"
-"      EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"#ifndef USEEYEVECTOR\n"
-"      EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"#endif\n"
-"      FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"      VectorS = gl_MultiTexCoord1.xyz;\n"
-"      VectorT = gl_MultiTexCoord2.xyz;\n"
-"      VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-"//#if defined(USEREFLECTION)\n"
-"//    ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
-"//    //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
-"//    //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
-"//#endif\n"
-"\n"
-"// transform vertex to camera space, using ftransform to match non-VS\n"
-"      // rendering\n"
-"      gl_Position = ftransform();\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"}\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
-"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_Gloss;\n"
-"//#endif\n"
 "#ifdef USEGLOW\n"
 "uniform sampler2D Texture_Glow;\n"
 "#endif\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "uniform sampler2D Texture_SecondaryNormal;\n"
 "uniform sampler2D Texture_SecondaryColor;\n"
-"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_SecondaryGloss;\n"
-"//#endif\n"
 "#ifdef USEGLOW\n"
 "uniform sampler2D Texture_SecondaryGlow;\n"
 "#endif\n"
@@ -1000,12 +937,12 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2DRect Texture_ScreenDepth;\n"
-"uniform sampler2DRect Texture_ScreenNormalMap;\n"
+"uniform sampler2D Texture_ScreenDepth;\n"
+"uniform sampler2D Texture_ScreenNormalMap;\n"
 "#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler2DRect Texture_ScreenDiffuse;\n"
-"uniform sampler2DRect Texture_ScreenSpecular;\n"
+"uniform sampler2D Texture_ScreenDiffuse;\n"
+"uniform sampler2D Texture_ScreenSpecular;\n"
 "#endif\n"
 "\n"
 "uniform myhalf3 Color_Pants;\n"
@@ -1016,15 +953,17 @@ static const char *builtinshaderstring =
 "uniform float FogRangeRecip;\n"
 "uniform float FogPlaneViewDist;\n"
 "uniform float FogHeightFade;\n"
-"myhalf FogVertex(void)\n"
+"float FogVertex(void)\n"
 "{\n"
+"      vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
+"      float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
 "      float fogfrac;\n"
 "#ifdef USEFOGOUTSIDE\n"
 "      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
 "#else\n"
 "      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
 "#endif\n"
-"      return myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
+"      return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -1112,10 +1051,10 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"# ifndef USESHADOWMAPVSDCT\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"# ifndef USESHADOWMAPVSDCT\n"
 "      vec2 tc;\n"
 "      vec2 offset;\n"
 "      float ma;\n"
@@ -1154,22 +1093,26 @@ static const char *builtinshaderstring =
 "      stc.xy += offset * ShadowMap_Parameters.y;\n"
 "      stc.z += ShadowMap_Parameters.z;\n"
 "      return stc;\n"
+"}\n"
 "# else\n"
+"vec3 GetShadowMapTC2D(vec3 dir)\n"
+"{\n"
+"      vec3 adir = abs(dir);\n"
 "      vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
 "      float ma = max(max(adir.x, adir.y), adir.z);\n"
 "      vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
 "      stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
 "      stc.z += ShadowMap_Parameters.z;\n"
 "      return stc;\n"
-"# endif\n"
 "}\n"
+"# endif\n"
 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "\n"
 "#ifdef USESHADOWMAPCUBE\n"
 "vec4 GetShadowMapTCCube(vec3 dir)\n"
 "{\n"
-"    vec3 adir = abs(dir);\n"
-"    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"      vec3 adir = abs(dir);\n"
+"      return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -1182,9 +1125,9 @@ static const char *builtinshaderstring =
 "\n"
 "#    ifdef USESHADOWMAPPCF\n"
 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
-"    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
 "#    else\n"
-"    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"      f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
 "#    endif\n"
 "\n"
 "#  else\n"
@@ -1192,24 +1135,24 @@ static const char *builtinshaderstring =
 "#    ifdef USESHADOWMAPPCF\n"
 "#      if USESHADOWMAPPCF > 1\n"
 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
-"    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#      else\n"
 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
-"    vec2 offset = fract(shadowmaptc.xy);\n"
-"    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-"    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"      vec2 offset = fract(shadowmaptc.xy);\n"
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
 "#      endif\n"
 "#    else\n"
-"    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"      f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
 "#    endif\n"
 "\n"
 "#  endif\n"
@@ -1220,34 +1163,34 @@ static const char *builtinshaderstring =
 "# ifdef USESHADOWMAP2D\n"
 "float ShadowMapCompare(vec3 dir)\n"
 "{\n"
-"    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-"    float f;\n"
+"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
+"      float f;\n"
 "\n"
 "#  ifdef USESHADOWSAMPLER\n"
 "#    ifdef USESHADOWMAPPCF\n"
 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
-"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-"    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
+"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
 "#    else\n"
-"    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
+"      f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
 "#    endif\n"
 "#  else\n"
 "#    ifdef USESHADOWMAPPCF\n"
 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
 "#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
 "#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"    center *= ShadowMap_TextureScale;\n"
-"    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
-"                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
-"    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"      center *= ShadowMap_TextureScale;\n"
+"      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"      vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
+"      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
+"                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#     else\n"
 "#      ifdef GL_EXT_gpu_shader4\n"
 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
@@ -1255,48 +1198,82 @@ static const char *builtinshaderstring =
 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
 "#      endif\n"
 "#      if USESHADOWMAPPCF > 1\n"
-"    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"    center *= ShadowMap_TextureScale;\n"
-"    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"      center *= ShadowMap_TextureScale;\n"
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#      else\n"
-"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-"    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-"    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
 "#      endif\n"
 "#     endif\n"
 "#    else\n"
-"    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
+"      f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
 "#    endif\n"
 "#  endif\n"
-"    return f;\n"
+"      return f;\n"
 "}\n"
 "# endif\n"
 "\n"
 "# ifdef USESHADOWMAPCUBE\n"
 "float ShadowMapCompare(vec3 dir)\n"
 "{\n"
-"    // apply depth texture cubemap as light filter\n"
-"    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
-"    float f;\n"
+"      // apply depth texture cubemap as light filter\n"
+"      vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
+"      float f;\n"
 "#  ifdef USESHADOWSAMPLER\n"
-"    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"      f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
 "#  else\n"
-"    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"      f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
 "#  endif\n"
-"    return f;\n"
+"      return f;\n"
 "}\n"
 "# endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#endif // FRAGMENT_SHADER\n"
+"\n"
+"\n"
+"\n"
 "\n"
 "#ifdef MODE_DEFERREDGEOMETRY\n"
+"#ifdef VERTEX_SHADER\n"
+"uniform mat4 TexMatrix;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform mat4 BackgroundTexMatrix;\n"
+"#endif\n"
+"uniform mat4 ModelViewMatrix;\n"
+"void main(void)\n"
+"{\n"
+"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FrontColor = gl_Color;\n"
+"      TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
+"#endif\n"
+"\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
+"      VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
+"      VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
+"}\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -1319,14 +1296,31 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
+"      float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
 "#else\n"
 "      vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
+"      float a = texture2D(Texture_Gloss, TexCoord).a;\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
+"      gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
 "}\n"
+"#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"#ifdef VERTEX_SHADER\n"
+"uniform mat4 ModelViewMatrix;\n"
+"void main(void)\n"
+"{\n"
+"      ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
+"}\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
 "uniform mat4 ViewToLight;\n"
 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
 "uniform vec2 ScreenToDepth;\n"
@@ -1336,14 +1330,16 @@ static const char *builtinshaderstring =
 "uniform myhalf3 DeferredColor_Specular;\n"
 "uniform myhalf SpecularPower;\n"
 "#endif\n"
+"uniform myhalf2 PixelToScreenTexCoord;\n"
 "void main(void)\n"
 "{\n"
 "      // calculate viewspace pixel position\n"
+"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      vec3 position;\n"
-"      position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
+"      position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
 "      // decode viewspace pixel normal\n"
-"      myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
+"      myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
 "      myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
 "      // surfacenormal = pixel normal in viewspace\n"
 "      // LightVector = pixel to light in viewspace\n"
@@ -1360,10 +1356,10 @@ static const char *builtinshaderstring =
 "      // calculate directional shading\n"
 "      vec3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
 "#  else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
 "#  endif\n"
 "#endif\n"
 "\n"
@@ -1384,12 +1380,94 @@ static const char *builtinshaderstring =
 "\n"
 "# ifdef USECUBEFILTER\n"
 "      vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData[0] *= cubecolor;\n"
-"      gl_FragData[1] *= cubecolor;\n"
+"      gl_FragData[0].rgb *= cubecolor;\n"
+"      gl_FragData[1].rgb *= cubecolor;\n"
 "# endif\n"
 "}\n"
+"#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef VERTEX_SHADER\n"
+"uniform mat4 TexMatrix;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform mat4 BackgroundTexMatrix;\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform mat4 ModelToLight;\n"
+"#endif\n"
+"void main(void)\n"
+"{\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
+"      gl_FrontColor = gl_Color;\n"
+"#endif\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
+"#endif\n"
+"#ifdef USELIGHTMAP\n"
+"      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(ModelToLight * gl_Vertex);\n"
+"\n"
+"# ifdef USEDIFFUSE\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
+"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEEYEVECTOR\n"
+"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
+"      VectorS = gl_MultiTexCoord1.xyz;\n"
+"      VectorT = gl_MultiTexCoord2.xyz;\n"
+"      VectorR = gl_MultiTexCoord3.xyz;\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
+"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
+"\n"
+"#ifdef USEREFLECTION\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"}\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform myhalf2 PixelToScreenTexCoord;\n"
 "uniform myhalf3 DeferredMod_Diffuse;\n"
 "uniform myhalf3 DeferredMod_Specular;\n"
 "#endif\n"
@@ -1407,6 +1485,11 @@ static const char *builtinshaderstring =
 "uniform vec4 ScreenCenterRefractReflect;\n"
 "uniform myhalf4 ReflectColor;\n"
 "#endif\n"
+"#ifdef USEREFLECTCUBE\n"
+"uniform mat4 ModelToReflectCube;\n"
+"uniform sampler2D Texture_ReflectMask;\n"
+"uniform samplerCube Texture_ReflectCube;\n"
+"#endif\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "uniform myhalf3 LightColor;\n"
 "#endif\n"
@@ -1451,28 +1534,39 @@ static const char *builtinshaderstring =
 "      myhalf3 diffusetex = color.rgb;\n"
 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"      myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
 "# else\n"
-"      myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
+"      myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USEREFLECTCUBE\n"
+"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
+"      diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // light source\n"
+"#ifdef USEDIFFUSE\n"
 "      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
 "      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
 "#ifdef USESPECULAR\n"
 "#ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
 "#else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
 "#endif\n"
-"      color.rgb += glosstex * (specular * Color_Specular);\n"
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
+"#endif\n"
+"#else\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
 "#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
@@ -1489,7 +1583,9 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "#define SHADING\n"
+"#ifdef USEDIFFUSE\n"
 "      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
+"#endif\n"
 "#define lightcolor LightColor\n"
 "#endif // MODE_LIGHTDIRECTION\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
@@ -1541,12 +1637,12 @@ static const char *builtinshaderstring =
 "      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "#  ifdef USESPECULAR\n"
 "#   ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
 "#   else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
 "#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
 "#  else\n"
 "      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
 "#  endif\n"
@@ -1556,8 +1652,9 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"      color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
+"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
+"      color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
+"      color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -1569,8 +1666,12 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      color.rgb *= myhalf(FogVertex());\n"
+"#else\n"
 "      color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
 "#endif\n"
+"#endif\n"
 "\n"
 "      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
 "#ifdef USEREFLECTION\n"
@@ -1591,13 +1692,1471 @@ static const char *builtinshaderstring =
 "      color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = vec4(color);\n"
+"      gl_FragColor = vec4(color);\n"
+"}\n"
+"#endif // FRAGMENT_SHADER\n"
+"\n"
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
+"#endif // !MODE_DEFERREDGEOMETRY\n"
+"#endif // !MODE_WATER\n"
+"#endif // !MODE_REFRACTION\n"
+"#endif // !MODE_BLOOMBLUR\n"
+"#endif // !MODE_GENERIC\n"
+"#endif // !MODE_POSTPROCESS\n"
+"#endif // !MODE_SHOWDEPTH\n"
+"#endif // !MODE_DEPTH_OR_SHADOW\n"
+;
+
+/*
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+*/
+
+const char *builtincgshaderstring =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
+"\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"# define USEFOG\n"
+"#endif\n"
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#define USELIGHTMAP\n"
+"#endif\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
+"#define USEEYEVECTOR\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_DEPTH_OR_SHADOW\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"out float4 gl_Position : POSITION\n"
+")\n"
+"{\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_DEPTH_ORSHADOW\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_SHOWDEPTH\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"out float4 gl_Position : POSITION,\n"
+"out float4 gl_FrontColor : COLOR0\n"
+")\n"
+"{\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"      gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_FrontColor : COLOR0,\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      gl_FragColor = gl_FrontColor;\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_SHOWDEPTH\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_POSTPROCESS\n"
+"\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
+"out float4 gl_Position : POSITION,\n"
+"out float2 TexCoord1 : TEXCOORD0,\n"
+"out float2 TexCoord2 : TEXCOORD1\n"
+")\n"
+"{\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
+"#ifdef USEBLOOM\n"
+"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
+"#endif\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"float2 TexCoord1 : TEXCOORD0,\n"
+"float2 TexCoord2 : TEXCOORD1,\n"
+"uniform sampler2D Texture_First,\n"
+"#ifdef USEBLOOM\n"
+"uniform sampler2D Texture_Second,\n"
+"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler2D Texture_GammaRamps,\n"
+"#endif\n"
+"#ifdef USESATURATION\n"
+"uniform float Saturation,\n"
+"#endif\n"
+"#ifdef USEVIEWTINT\n"
+"uniform float4 ViewTintColor,\n"
+"#endif\n"
+"uniform float4 UserVec1,\n"
+"uniform float4 UserVec2,\n"
+"uniform float4 UserVec3,\n"
+"uniform float4 UserVec4,\n"
+"uniform float ClientTime,\n"
+"uniform float2 PixelSize,\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
+"#ifdef USEBLOOM\n"
+"      gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
+"#endif\n"
+"#ifdef USEVIEWTINT\n"
+"      gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
+"#endif\n"
+"\n"
+"#ifdef USEPOSTPROCESSING\n"
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
+"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
+"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
+"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
+"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
+"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
+"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
+"      gl_FragColor /= (1 + 5 * UserVec1.y);\n"
+"#endif\n"
+"\n"
+"#ifdef USESATURATION\n"
+"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
+"      float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
+"      //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
+"      gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
+"#endif\n"
+"\n"
+"#ifdef USEGAMMARAMPS\n"
+"      gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
+"      gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
+"      gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
+"#endif\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_POSTPROCESS\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_GENERIC\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"float4 gl_Color : COLOR0,\n"
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
+"out float4 gl_Position : POSITION,\n"
+"out float4 gl_FrontColor : COLOR,\n"
+"out float2 TexCoord1 : TEXCOORD0,\n"
+"out float2 TexCoord2 : TEXCOORD1\n"
+")\n"
+"{\n"
+"      gl_FrontColor = gl_Color;\n"
+"#ifdef USEDIFFUSE\n"
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
+"#endif\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"void main\n"
+"(\n"
+"float4 gl_FrontColor : COLOR,\n"
+"float2 TexCoord1 : TEXCOORD0,\n"
+"float2 TexCoord2 : TEXCOORD1,\n"
+"#ifdef USEDIFFUSE\n"
+"uniform sampler2D Texture_First,\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Second,\n"
+"#endif\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      gl_FragColor = gl_FrontColor;\n"
+"#ifdef USEDIFFUSE\n"
+"      gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
+"#endif\n"
+"\n"
+"#ifdef USESPECULAR\n"
+"      float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
+"# ifdef USECOLORMAPPING\n"
+"      gl_FragColor *= tex2;\n"
+"# endif\n"
+"# ifdef USEGLOW\n"
+"      gl_FragColor += tex2;\n"
+"# endif\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
+"# endif\n"
+"#endif\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_GENERIC\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_BLOOMBLUR\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+"out float4 gl_Position : POSITION,\n"
+"out float2 TexCoord : TEXCOORD0\n"
+")\n"
+"{\n"
+"      TexCoord = gl_MultiTexCoord0.xy;\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"void main\n"
+"(\n"
+"float2 TexCoord : TEXCOORD0,\n"
+"uniform sampler2D Texture_First,\n"
+"uniform float4 BloomBlur_Parameters,\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      int i;\n"
+"      float2 tc = TexCoord;\n"
+"      float3 color = tex2D(Texture_First, tc).rgb;\n"
+"      tc += BloomBlur_Parameters.xy;\n"
+"      for (i = 1;i < SAMPLES;i++)\n"
+"      {\n"
+"              color += tex2D(Texture_First, tc).rgb;\n"
+"              tc += BloomBlur_Parameters.xy;\n"
+"      }\n"
+"      gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_BLOOMBLUR\n"
+"#ifdef MODE_REFRACTION\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+"uniform float4x4 TexMatrix,\n"
+"uniform float3 EyePosition,\n"
+"out float4 gl_Position : POSITION,\n"
+"out float2 TexCoord : TEXCOORD0,\n"
+"out float3 EyeVector : TEXCOORD1,\n"
+"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
+")\n"
+"{\n"
+"      TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"float2 TexCoord : TEXCOORD0,\n"
+"float3 EyeVector : TEXCOORD1,\n"
+"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
+"uniform sampler2D Texture_Normal,\n"
+"uniform sampler2D Texture_Refraction,\n"
+"uniform sampler2D Texture_Reflection,\n"
+"uniform float4 DistortScaleRefractReflect,\n"
+"uniform float4 ScreenScaleRefractReflect,\n"
+"uniform float4 ScreenCenterRefractReflect,\n"
+"uniform float4 RefractColor,\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+"      // FIXME temporary hack to detect the case that the reflection\n"
+"      // gets blackened at edges due to leaving the area that contains actual\n"
+"      // content.\n"
+"      // Remove this 'ack once we have a better way to stop this thing from\n"
+"      // 'appening.\n"
+"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
+"      gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_REFRACTION\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_WATER\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+"uniform float4x4 TexMatrix,\n"
+"uniform float3 EyePosition,\n"
+"out float4 gl_Position : POSITION,\n"
+"out float2 TexCoord : TEXCOORD0,\n"
+"out float3 EyeVector : TEXCOORD1,\n"
+"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
+")\n"
+"{\n"
+"      TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
+"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"float2 TexCoord : TEXCOORD0,\n"
+"float3 EyeVector : TEXCOORD1,\n"
+"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
+"uniform sampler2D Texture_Normal,\n"
+"uniform sampler2D Texture_Refraction,\n"
+"uniform sampler2D Texture_Reflection,\n"
+"uniform float4 DistortScaleRefractReflect,\n"
+"uniform float4 ScreenScaleRefractReflect,\n"
+"uniform float4 ScreenCenterRefractReflect,\n"
+"uniform float4 RefractColor,\n"
+"uniform float4 ReflectColor,\n"
+"uniform float ReflectFactor,\n"
+"uniform float ReflectOffset,\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      // FIXME temporary hack to detect the case that the reflection\n"
+"      // gets blackened at edges due to leaving the area that contains actual\n"
+"      // content.\n"
+"      // Remove this 'ack once we have a better way to stop this thing from\n"
+"      // 'appening.\n"
+"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
+"      f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
+"      gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_WATER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"#ifdef USEFOG\n"
+"float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
+"{\n"
+"      float fogfrac;\n"
+"#ifdef USEFOGOUTSIDE\n"
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"#else\n"
+"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
+"#endif\n"
+"      return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
+"}\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+"      // 14 sample relief mapping: linear search and then binary search\n"
+"      // this basically steps forward a small amount repeatedly until it finds\n"
+"      // itself inside solid, then jitters forward and back using decreasing\n"
+"      // amounts to find the impact\n"
+"      //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
+"      //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
+"      float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
+"      float3 RT = float3(TexCoord, 1);\n"
+"      OffsetVector *= 0.1;\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
+"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
+"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
+"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
+"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
+"      return RT.xy;\n"
+"#else\n"
+"      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+"      // this basically moves forward the full distance, and then backs up based\n"
+"      // on height of samples\n"
+"      //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
+"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
+"      float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
+"      TexCoord += OffsetVector;\n"
+"      OffsetVector *= 0.333;\n"
+"      TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
+"      return TexCoord;\n"
+"#endif\n"
+"}\n"
+"#endif // USEOFFSETMAPPING\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"# ifndef USESHADOWMAPVSDCT\n"
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
+"{\n"
+"      float3 adir = abs(dir);\n"
+"      float2 tc;\n"
+"      float2 offset;\n"
+"      float ma;\n"
+"      if (adir.x > adir.y)\n"
+"      {\n"
+"              if (adir.x > adir.z) // X\n"
+"              {\n"
+"                      ma = adir.x;\n"
+"                      tc = dir.zy;\n"
+"                      offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
+"              }\n"
+"              else // Z\n"
+"              {\n"
+"                      ma = adir.z;\n"
+"                      tc = dir.xy;\n"
+"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
+"              }\n"
+"      }\n"
+"      else\n"
+"      {\n"
+"              if (adir.y > adir.z) // Y\n"
+"              {\n"
+"                      ma = adir.y;\n"
+"                      tc = dir.xz;\n"
+"                      offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
+"              }\n"
+"              else // Z\n"
+"              {\n"
+"                      ma = adir.z;\n"
+"                      tc = dir.xy;\n"
+"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
+"              }\n"
+"      }\n"
+"\n"
+"      float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+"      stc.xy += offset * ShadowMap_Parameters.y;\n"
+"      stc.z += ShadowMap_Parameters.z;\n"
+"      return stc;\n"
+"}\n"
+"# else\n"
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
+"{\n"
+"      float3 adir = abs(dir);\n"
+"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
+"      float ma = max(max(adir.x, adir.y), adir.z);\n"
+"      float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+"      stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
+"      stc.z += ShadowMap_Parameters.z;\n"
+"      return stc;\n"
+"}\n"
+"# endif\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
+"{\n"
+"    float3 adir = abs(dir);\n"
+"    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
+"\n"
+"# ifdef USESHADOWMAPRECT\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
+"#else\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
+"#endif\n"
+"{\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
+"#else\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
+"#endif\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
+"    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#    else\n"
+"    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"#    endif\n"
+"\n"
+"#  else\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
+"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+"    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"#      else\n"
+"#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
+"    float2 offset = frac(shadowmaptc.xy);\n"
+"    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+"    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
+"#      endif\n"
+"#    else\n"
+"    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"#    endif\n"
+"\n"
+"#  endif\n"
+"      return f;\n"
+"}\n"
+"# endif\n"
+"\n"
+"# ifdef USESHADOWMAP2D\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
+"#else\n"
+"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
+"#endif\n"
+"{\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
+"#else\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
+"#endif\n"
+"    float f;\n"
+"\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
+"    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
+"    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#    else\n"
+"    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
+"#    endif\n"
+"#  else\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
+"#      ifdef GL_ARB_texture_gather\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"#      else\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
+"#      endif\n"
+"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+"    center *= ShadowMap_TextureScale;\n"
+"    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
+"    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
+"                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
+"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"#     else\n"
+"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
+"#      if USESHADOWMAPPCF > 1\n"
+"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+"    center *= ShadowMap_TextureScale;\n"
+"    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"#      else\n"
+"    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
+"    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+"    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
+"#      endif\n"
+"#     endif\n"
+"#    else\n"
+"    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
+"#    endif\n"
+"#  endif\n"
+"    return f;\n"
+"}\n"
+"# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
+"{\n"
+"    // apply depth texture cubemap as light filter\n"
+"    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
+"    float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"#  else\n"
+"    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"#  endif\n"
+"    return f;\n"
+"}\n"
+"# endif\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#endif // FRAGMENT_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"float4 gl_Color : COLOR0,\n"
+"#endif\n"
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
+"uniform float4x4 TexMatrix,\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform float4x4 BackgroundTexMatrix,\n"
+"#endif\n"
+"uniform float4x4 ModelViewMatrix,\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float3 EyePosition,\n"
+"#endif\n"
+"out float4 gl_Position : POSITION,\n"
+"out float4 gl_FrontColor : COLOR,\n"
+"out float4 TexCoordBoth : TEXCOORD0,\n"
+"#ifdef USEOFFSETMAPPING\n"
+"out float3 EyeVector : TEXCOORD2,\n"
+"#endif\n"
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
+"out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
+")\n"
+"{\n"
+"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FrontColor = gl_Color;\n"
+"      TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
+"#endif\n"
+"\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
+"      VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
+"      VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"}\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"float4 TexCoordBoth : TEXCOORD0,\n"
+"float3 EyeVector : TEXCOORD2,\n"
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
+"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
+"uniform sampler2D Texture_Normal,\n"
+"#ifdef USEALPHAKILL\n"
+"uniform sampler2D Texture_Color,\n"
+"#endif\n"
+"uniform sampler2D Texture_Gloss,\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform sampler2D Texture_SecondaryNormal,\n"
+"uniform sampler2D Texture_SecondaryGloss,\n"
+"#endif\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale,\n"
+"#endif\n"
+"uniform half SpecularPower,\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      float2 TexCoord = TexCoordBoth.xy;\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"#ifdef USEALPHAKILL\n"
+"      if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
+"              discard;\n"
+"#endif\n"
+"\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      float alpha = tex2D(Texture_Color, TexCoord).a;\n"
+"      float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
+"      //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
+"      //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
+"#endif\n"
+"\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
+"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
+"#else\n"
+"      float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
+"      float a = tex2D(Texture_Gloss, TexCoord).a;\n"
+"#endif\n"
+"\n"
+"      gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
+"}\n"
+"#endif // FRAGMENT_SHADER\n"
+"#else // !MODE_DEFERREDGEOMETRY\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewMatrix,\n"
+"out float4 gl_Position : POSITION,\n"
+"out float4 ModelViewPosition : TEXCOORD0\n"
+")\n"
+"{\n"
+"      ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"}\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"float2 Pixel : WPOS,\n"
+"float4 ModelViewPosition : TEXCOORD0,\n"
+"uniform float4x4 ViewToLight,\n"
+"uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
+"uniform float3 LightPosition,\n"
+"uniform half2 PixelToScreenTexCoord,\n"
+"uniform half3 DeferredColor_Ambient,\n"
+"uniform half3 DeferredColor_Diffuse,\n"
+"#ifdef USESPECULAR\n"
+"uniform half3 DeferredColor_Specular,\n"
+"uniform half SpecularPower,\n"
+"#endif\n"
+"uniform sampler2D Texture_Attenuation,\n"
+"uniform sampler2D Texture_ScreenDepth,\n"
+"uniform sampler2D Texture_ScreenNormalMap,\n"
+"\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect,\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect,\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAP2D\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DShadow Texture_ShadowMap2D,\n"
+"# else\n"
+"uniform sampler2D Texture_ShadowMap2D,\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"uniform samplerCUBE Texture_CubeProjection,\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube,\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
+"uniform float2 ShadowMap_TextureScale,\n"
+"uniform float4 ShadowMap_Parameters,\n"
+"#endif\n"
+"\n"
+"out float4 gl_FragData0 : COLOR0,\n"
+"out float4 gl_FragData1 : COLOR1\n"
+")\n"
+"{\n"
+"      // calculate viewspace pixel position\n"
+"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
+"      ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
+"      float3 position;\n"
+"      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
+"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
+"      // decode viewspace pixel normal\n"
+"      half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
+"      half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
+"      // surfacenormal = pixel normal in viewspace\n"
+"      // LightVector = pixel to light in viewspace\n"
+"      // CubeVector = position in lightspace\n"
+"      // eyevector = pixel to view in viewspace\n"
+"      float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
+"      half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
+"#ifdef USEDIFFUSE\n"
+"      // calculate diffuse shading\n"
+"      half3 lightnormal = half3(normalize(LightPosition - position));\n"
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"      // calculate directional shading\n"
+"      float3 eyevector = position * -1.0;\n"
+"#  ifdef USEEXACTSPECULARMATH\n"
+"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
+"#  else\n"
+"      half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
+"#  endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
+"      fade *= ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+", Texture_CubeProjection\n"
+"#endif\n"
+"      );\n"
+"#endif\n"
+"\n"
+"#ifdef USEDIFFUSE\n"
+"      gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
+"#else\n"
+"      gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"      gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
+"#else\n"
+"      gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
+"#endif\n"
+"\n"
+"# ifdef USECUBEFILTER\n"
+"      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
+"      gl_FragData0.rgb *= cubecolor;\n"
+"      gl_FragData1.rgb *= cubecolor;\n"
+"# endif\n"
+"}\n"
+"#endif // FRAGMENT_SHADER\n"
+"#else // !MODE_DEFERREDLIGHTSOURCE\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef VERTEX_SHADER\n"
+"void main\n"
+"(\n"
+"float4 gl_Vertex : POSITION,\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
+"float4 gl_Color : COLOR0,\n"
+"#endif\n"
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
+"\n"
+"uniform float3 EyePosition,\n"
+"uniform float4x4 TexMatrix,\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform float4x4 BackgroundTexMatrix,\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform float4x4 ModelToLight,\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform float3 LightPosition,\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform float3 LightDir,\n"
+"#endif\n"
+"uniform float4 FogPlane,\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform float3 LightPosition,\n"
+"#endif\n"
+"\n"
+"out float4 gl_FrontColor : COLOR,\n"
+"out float4 TexCoordBoth : TEXCOORD0,\n"
+"#ifdef USELIGHTMAP\n"
+"out float2 TexCoordLightmap : TEXCOORD1,\n"
+"#endif\n"
+"#ifdef USEEYEVECTOR\n"
+"out float3 EyeVector : TEXCOORD2,\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
+"out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
+"#endif\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"out float3 LightVector : TEXCOORD5,\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"out float3 CubeVector : TEXCOORD3,\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
+"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
+"#endif\n"
+"out float4 gl_Position : POSITION\n"
+")\n"
+"{\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
+"      gl_FrontColor = gl_Color;\n"
+"#endif\n"
+"      // copy the surface texcoord\n"
+"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
+"#endif\n"
+"#ifdef USELIGHTMAP\n"
+"      TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
+"\n"
+"# ifdef USEDIFFUSE\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
+"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEEYEVECTOR\n"
+"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"      VectorS = gl_MultiTexCoord1.xyz;\n"
+"      VectorT = gl_MultiTexCoord2.xyz;\n"
+"      VectorR = gl_MultiTexCoord3.xyz;\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"\n"
+"#ifdef USEREFLECTION\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"}\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"void main\n"
+"(\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"float2 Pixel : WPOS,\n"
+"#endif\n"
+"float4 gl_FrontColor : COLOR,\n"
+"float4 TexCoordBoth : TEXCOORD0,\n"
+"#ifdef USELIGHTMAP\n"
+"float2 TexCoordLightmap : TEXCOORD1,\n"
+"#endif\n"
+"#ifdef USEEYEVECTOR\n"
+"float3 EyeVector : TEXCOORD2,\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
+"float4 ModelViewProjectionPosition : TEXCOORD3,\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
+"#endif\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"float3 LightVector : TEXCOORD5,\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"float3 CubeVector : TEXCOORD3,\n"
+"#endif\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"float4 ModelViewPosition : TEXCOORD0,\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
+"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Normal,\n"
+"uniform sampler2D Texture_Color,\n"
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
+"uniform sampler2D Texture_Gloss,\n"
+"#endif\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_Glow,\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform sampler2D Texture_SecondaryNormal,\n"
+"uniform sampler2D Texture_SecondaryColor,\n"
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
+"uniform sampler2D Texture_SecondaryGloss,\n"
+"#endif\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_SecondaryGlow,\n"
+"#endif\n"
+"#endif\n"
+"#ifdef USECOLORMAPPING\n"
+"uniform sampler2D Texture_Pants,\n"
+"uniform sampler2D Texture_Shirt,\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogMask,\n"
+"#endif\n"
+"#ifdef USELIGHTMAP\n"
+"uniform sampler2D Texture_Lightmap,\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"uniform sampler2D Texture_Deluxemap,\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
+"uniform sampler2D Texture_Reflection,\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform sampler2D Texture_ScreenDepth,\n"
+"uniform sampler2D Texture_ScreenNormalMap,\n"
+"#endif\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform sampler2D Texture_ScreenDiffuse,\n"
+"uniform sampler2D Texture_ScreenSpecular,\n"
+"#endif\n"
+"\n"
+"#ifdef USECOLORMAPPING\n"
+"uniform half3 Color_Pants,\n"
+"uniform half3 Color_Shirt,\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform float3 FogColor,\n"
+"uniform float FogRangeRecip,\n"
+"uniform float FogPlaneViewDist,\n"
+"uniform float FogHeightFade,\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale,\n"
+"#endif\n"
+"\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform half2 PixelToScreenTexCoord,\n"
+"uniform half3 DeferredMod_Diffuse,\n"
+"uniform half3 DeferredMod_Specular,\n"
+"#endif\n"
+"uniform half3 Color_Ambient,\n"
+"uniform half3 Color_Diffuse,\n"
+"uniform half3 Color_Specular,\n"
+"uniform half SpecularPower,\n"
+"#ifdef USEGLOW\n"
+"uniform half3 Color_Glow,\n"
+"#endif\n"
+"uniform half Alpha,\n"
+"#ifdef USEREFLECTION\n"
+"uniform float4 DistortScaleRefractReflect,\n"
+"uniform float4 ScreenScaleRefractReflect,\n"
+"uniform float4 ScreenCenterRefractReflect,\n"
+"uniform half4 ReflectColor,\n"
+"#endif\n"
+"#ifdef USEREFLECTCUBE\n"
+"uniform float4x4 ModelToReflectCube,\n"
+"uniform sampler2D Texture_ReflectMask,\n"
+"uniform samplerCUBE Texture_ReflectCube,\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform half3 LightColor,\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform half3 LightColor,\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"uniform sampler2D Texture_Attenuation,\n"
+"uniform samplerCUBE Texture_Cube,\n"
+"\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect,\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect,\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAP2D\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DShadow Texture_ShadowMap2D,\n"
+"# else\n"
+"uniform sampler2D Texture_ShadowMap2D,\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"uniform samplerCUBE Texture_CubeProjection,\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube,\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
+"uniform float2 ShadowMap_TextureScale,\n"
+"uniform float4 ShadowMap_Parameters,\n"
+"#endif\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"\n"
+"out float4 gl_FragColor : COLOR\n"
+")\n"
+"{\n"
+"      float2 TexCoord = TexCoordBoth.xy;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      float2 TexCoord2 = TexCoordBoth.zw;\n"
+"#endif\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"      // combine the diffuse textures (base, pants, shirt)\n"
+"      half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
+"#ifdef USEALPHAKILL\n"
+"      if (color.a < 0.5)\n"
+"              discard;\n"
+"#endif\n"
+"      color.a *= Alpha;\n"
+"#ifdef USECOLORMAPPING\n"
+"      color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
+"      //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
+"      //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
+"      color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
+"      color.a = 1.0;\n"
+"      //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
+"#endif\n"
+"\n"
+"      // get the surface normal\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
+"#else\n"
+"      half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
+"#endif\n"
+"\n"
+"      // get the material colors\n"
+"      half3 diffusetex = color.rgb;\n"
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+"      half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
+"# else\n"
+"      half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USEREFLECTCUBE\n"
+"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+"      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      // light source\n"
+"#ifdef USEDIFFUSE\n"
+"      half3 lightnormal = half3(normalize(LightVector));\n"
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
+"#ifdef USESPECULAR\n"
+"#ifdef USEEXACTSPECULARMATH\n"
+"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+"#else\n"
+"      half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+"#endif\n"
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
+"#endif\n"
+"#else\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
+"#endif\n"
+"      color.rgb *= LightColor;\n"
+"      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"      color.rgb *= ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+", Texture_CubeProjection\n"
+"#endif\n"
+"      );\n"
+"\n"
+"#endif\n"
+"# ifdef USECUBEFILTER\n"
+"      color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
+"# endif\n"
+"#endif // MODE_LIGHTSOURCE\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"#define SHADING\n"
+"#ifdef USEDIFFUSE\n"
+"      half3 lightnormal = half3(normalize(LightVector));\n"
+"#endif\n"
+"#define lightcolor LightColor\n"
+"#endif // MODE_LIGHTDIRECTION\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#define SHADING\n"
+"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
+"      half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
+"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
+"      // convert modelspace light vector to tangentspace\n"
+"      half3 lightnormal;\n"
+"      lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
+"      lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
+"      lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
+"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
+"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
+"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
+"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
+"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
+"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
+"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
+"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
+"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
+"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"#define SHADING\n"
+"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
+"      half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
+"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTMAP\n"
+"      color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
+"#endif // MODE_LIGHTMAP\n"
+"#ifdef MODE_VERTEXCOLOR\n"
+"      color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
+"#endif // MODE_VERTEXCOLOR\n"
+"#ifdef MODE_FLATCOLOR\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
+"#endif // MODE_FLATCOLOR\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef SHADING\n"
+"# ifdef USEDIFFUSE\n"
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"#  ifdef USESPECULAR\n"
+"#   ifdef USEEXACTSPECULARMATH\n"
+"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+"#   else\n"
+"      half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+"#   endif\n"
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
+"#  else\n"
+"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
+"#  endif\n"
+"# else\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
+"      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
+"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"#endif\n"
+"\n"
+"#ifdef USEGLOW\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
+"#else\n"
+"      color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
+"#endif\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
+"#else\n"
+"      color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
+"#endif\n"
+"#endif\n"
+"\n"
+"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
+"#ifdef USEREFLECTION\n"
+"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
+"      float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+"      // FIXME temporary hack to detect the case that the reflection\n"
+"      // gets blackened at edges due to leaving the area that contains actual\n"
+"      // content.\n"
+"      // Remove this 'ack once we have a better way to stop this thing from\n"
+"      // 'appening.\n"
+"      float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
+"      color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
+"#endif\n"
+"\n"
+"      gl_FragColor = float4(color);\n"
 "}\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
+"#endif // !MODE_DEFERREDGEOMETRY\n"
 "#endif // !MODE_WATER\n"
 "#endif // !MODE_REFRACTION\n"
 "#endif // !MODE_BLOOMBLUR\n"
@@ -1607,6 +3166,11 @@ static const char *builtinshaderstring =
 "#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
+char *glslshaderstring = NULL;
+char *cgshaderstring = NULL;
+
+//=======================================================================================================================================================
+
 typedef struct shaderpermutationinfo_s
 {
        const char *pretext;
@@ -1652,7 +3216,8 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
        SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
        SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
+       SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
+       SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
        SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
@@ -1686,6 +3251,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
+       {"#define USEREFLECTCUBE\n", " reflectcube"},
 };
 
 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
@@ -1711,7 +3277,7 @@ typedef enum shadermode_e
 shadermode_t;
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
-shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
+shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
@@ -1730,6 +3296,27 @@ shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
+#ifdef SUPPORTCG
+shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
+{
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+};
+#endif
+
 struct r_glsl_permutation_s;
 typedef struct r_glsl_permutation_s
 {
@@ -1771,6 +3358,8 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
+       int loc_Texture_ReflectMask;
+       int loc_Texture_ReflectCube;
        int loc_Alpha;
        int loc_BloomBlur_Parameters;
        int loc_ClientTime;
@@ -1817,6 +3406,10 @@ typedef struct r_glsl_permutation_s
        int loc_ModelToLight;
        int loc_TexMatrix;
        int loc_BackgroundTexMatrix;
+       int loc_ModelViewProjectionMatrix;
+       int loc_ModelViewMatrix;
+       int loc_PixelToScreenTexCoord;
+       int loc_ModelToReflectCube;
 }
 r_glsl_permutation_t;
 
@@ -1859,6 +3452,20 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
        char *shaderstring;
        if (!filename || !filename[0])
                return NULL;
+       if (!strcmp(filename, "glsl/default.glsl"))
+       {
+               if (!glslshaderstring)
+               {
+                       glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (glslshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               glslshaderstring = (char *)builtinshaderstring;
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
+               memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
+               return shaderstring;
+       }
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -1866,18 +3473,13 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
                        Con_DPrintf("from disk %s... ", filename);
                return shaderstring;
        }
-       else if (!strcmp(filename, "glsl/default.glsl"))
-       {
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
-               memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
-       }
        return shaderstring;
 }
 
 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
 {
        int i;
-       shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
+       shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
@@ -1897,7 +3499,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
        fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
 
-       strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
+       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
 
        // the first pretext is which type of shader to compile as
        // (later these will all be bound together as a program object)
@@ -1906,9 +3508,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
 
        // the second pretext is the mode (for example a light source)
-       vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
-       geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
-       fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
+       vertstrings_list[vertstrings_count++] = modeinfo->pretext;
+       geomstrings_list[geomstrings_count++] = modeinfo->pretext;
+       fragstrings_list[fragstrings_count++] = modeinfo->pretext;
        strlcat(permutationname, modeinfo->name, sizeof(permutationname));
 
        // now add all the permutation pretexts
@@ -1981,6 +3583,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
                p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
                p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
+               p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
+               p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
                p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
                p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
                p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
@@ -2027,6 +3631,10 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
                p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
                p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
+               p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
+               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
+               p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
+               p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
                if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
@@ -2056,9 +3664,10 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
                if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
                if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
+               if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
+               if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
                CHECKGLERROR
-               if (developer.integer)
-                       Con_Printf("^5GLSL shader %s compiled.\n", permutationname);
+               Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
        }
        else
                Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
@@ -2072,57 +3681,484 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Mem_Free(fragmentstring);
 }
 
-void R_GLSL_Restart_f(void)
+void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
 {
-       unsigned int i, limit;
-       r_glsl_permutation_t *p;
-       limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
-       for (i = 0;i < limit;i++)
+       r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
+       if (r_glsl_permutation != perm)
        {
-               if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
+               r_glsl_permutation = perm;
+               if (!r_glsl_permutation->program)
                {
-                       GL_Backend_FreeProgram(p->program);
-                       Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
+                       if (!r_glsl_permutation->compiled)
+                               R_GLSL_CompilePermutation(perm, mode, permutation);
+                       if (!r_glsl_permutation->program)
+                       {
+                               // remove features until we find a valid permutation
+                               int i;
+                               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                               {
+                                       // reduce i more quickly whenever it would not remove any bits
+                                       int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
+                                       if (!(permutation & j))
+                                               continue;
+                                       permutation -= j;
+                                       r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
+                                       if (!r_glsl_permutation->compiled)
+                                               R_GLSL_CompilePermutation(perm, mode, permutation);
+                                       if (r_glsl_permutation->program)
+                                               break;
+                               }
+                               if (i >= SHADERPERMUTATION_COUNT)
+                               {
+                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
+                                       qglUseProgramObjectARB(0);CHECKGLERROR
+                                       return; // no bit left to clear, entire mode is broken
+                               }
+                       }
                }
+               CHECKGLERROR
+               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
        }
-       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
 }
 
-void R_GLSL_DumpShader_f(void)
+#ifdef SUPPORTCG
+#include <Cg/cgGL.h>
+struct r_cg_permutation_s;
+typedef struct r_cg_permutation_s
 {
-       int i;
+       /// hash lookup data
+       struct r_cg_permutation_s *hashnext;
+       unsigned int mode;
+       unsigned int permutation;
+
+       /// indicates if we have tried compiling this permutation already
+       qboolean compiled;
+       /// 0 if compilation failed
+       CGprogram vprogram;
+       CGprogram fprogram;
+       /// locations of detected parameters in programs, or NULL if not found
+       CGparameter vp_EyePosition;
+       CGparameter vp_FogPlane;
+       CGparameter vp_LightDir;
+       CGparameter vp_LightPosition;
+       CGparameter vp_ModelToLight;
+       CGparameter vp_TexMatrix;
+       CGparameter vp_BackgroundTexMatrix;
+       CGparameter vp_ModelViewProjectionMatrix;
+       CGparameter vp_ModelViewMatrix;
+
+       CGparameter fp_Texture_First;
+       CGparameter fp_Texture_Second;
+       CGparameter fp_Texture_GammaRamps;
+       CGparameter fp_Texture_Normal;
+       CGparameter fp_Texture_Color;
+       CGparameter fp_Texture_Gloss;
+       CGparameter fp_Texture_Glow;
+       CGparameter fp_Texture_SecondaryNormal;
+       CGparameter fp_Texture_SecondaryColor;
+       CGparameter fp_Texture_SecondaryGloss;
+       CGparameter fp_Texture_SecondaryGlow;
+       CGparameter fp_Texture_Pants;
+       CGparameter fp_Texture_Shirt;
+       CGparameter fp_Texture_FogMask;
+       CGparameter fp_Texture_Lightmap;
+       CGparameter fp_Texture_Deluxemap;
+       CGparameter fp_Texture_Attenuation;
+       CGparameter fp_Texture_Cube;
+       CGparameter fp_Texture_Refraction;
+       CGparameter fp_Texture_Reflection;
+       CGparameter fp_Texture_ShadowMapRect;
+       CGparameter fp_Texture_ShadowMapCube;
+       CGparameter fp_Texture_ShadowMap2D;
+       CGparameter fp_Texture_CubeProjection;
+       CGparameter fp_Texture_ScreenDepth;
+       CGparameter fp_Texture_ScreenNormalMap;
+       CGparameter fp_Texture_ScreenDiffuse;
+       CGparameter fp_Texture_ScreenSpecular;
+       CGparameter fp_Texture_ReflectMask;
+       CGparameter fp_Texture_ReflectCube;
+       CGparameter fp_Alpha;
+       CGparameter fp_BloomBlur_Parameters;
+       CGparameter fp_ClientTime;
+       CGparameter fp_Color_Ambient;
+       CGparameter fp_Color_Diffuse;
+       CGparameter fp_Color_Specular;
+       CGparameter fp_Color_Glow;
+       CGparameter fp_Color_Pants;
+       CGparameter fp_Color_Shirt;
+       CGparameter fp_DeferredColor_Ambient;
+       CGparameter fp_DeferredColor_Diffuse;
+       CGparameter fp_DeferredColor_Specular;
+       CGparameter fp_DeferredMod_Diffuse;
+       CGparameter fp_DeferredMod_Specular;
+       CGparameter fp_DistortScaleRefractReflect;
+       CGparameter fp_EyePosition;
+       CGparameter fp_FogColor;
+       CGparameter fp_FogHeightFade;
+       CGparameter fp_FogPlane;
+       CGparameter fp_FogPlaneViewDist;
+       CGparameter fp_FogRangeRecip;
+       CGparameter fp_LightColor;
+       CGparameter fp_LightDir;
+       CGparameter fp_LightPosition;
+       CGparameter fp_OffsetMapping_Scale;
+       CGparameter fp_PixelSize;
+       CGparameter fp_ReflectColor;
+       CGparameter fp_ReflectFactor;
+       CGparameter fp_ReflectOffset;
+       CGparameter fp_RefractColor;
+       CGparameter fp_Saturation;
+       CGparameter fp_ScreenCenterRefractReflect;
+       CGparameter fp_ScreenScaleRefractReflect;
+       CGparameter fp_ScreenToDepth;
+       CGparameter fp_ShadowMap_Parameters;
+       CGparameter fp_ShadowMap_TextureScale;
+       CGparameter fp_SpecularPower;
+       CGparameter fp_UserVec1;
+       CGparameter fp_UserVec2;
+       CGparameter fp_UserVec3;
+       CGparameter fp_UserVec4;
+       CGparameter fp_ViewTintColor;
+       CGparameter fp_ViewToLight;
+       CGparameter fp_PixelToScreenTexCoord;
+       CGparameter fp_ModelToReflectCube;
+}
+r_cg_permutation_t;
+
+/// information about each possible shader permutation
+r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
+/// currently selected permutation
+r_cg_permutation_t *r_cg_permutation;
+/// storage for permutations linked in the hash table
+memexpandablearray_t r_cg_permutationarray;
+
+#define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
 
-       qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
-       if(!file)
+static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
+{
+       //unsigned int hashdepth = 0;
+       unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
+       r_cg_permutation_t *p;
+       for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
        {
-               Con_Printf("failed to write to glsl/default.glsl\n");
-               return;
+               if (p->mode == mode && p->permutation == permutation)
+               {
+                       //if (hashdepth > 10)
+                       //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
+                       return p;
+               }
+               //hashdepth++;
+       }
+       p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
+       p->mode = mode;
+       p->permutation = permutation;
+       p->hashnext = r_cg_permutationhash[mode][hashindex];
+       r_cg_permutationhash[mode][hashindex] = p;
+       //if (hashdepth > 10)
+       //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
+       return p;
+}
+
+static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
+{
+       char *shaderstring;
+       if (!filename || !filename[0])
+               return NULL;
+       if (!strcmp(filename, "cg/default.cg"))
+       {
+               if (!cgshaderstring)
+               {
+                       cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (cgshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               cgshaderstring = (char *)builtincgshaderstring;
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
+               memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
+               return shaderstring;
+       }
+       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+       if (shaderstring)
+       {
+               if (printfromdisknotice)
+                       Con_DPrintf("from disk %s... ", filename);
+               return shaderstring;
        }
+       return shaderstring;
+}
+
+static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
+{
+       // TODO: load or create .fp and .vp shader files
+}
+
+static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
+{
+       int i;
+       shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
+       int vertstrings_count = 0, vertstring_length = 0;
+       int geomstrings_count = 0, geomstring_length = 0;
+       int fragstrings_count = 0, fragstring_length = 0;
+       char *t;
+       char *vertexstring, *geometrystring, *fragmentstring;
+       char *vertstring, *geomstring, *fragstring;
+       const char *vertstrings_list[32+3];
+       const char *geomstrings_list[32+3];
+       const char *fragstrings_list[32+3];
+       char permutationname[256];
+       char cachename[256];
+       CGprofile vertexProfile;
+       CGprofile fragmentProfile;
+
+       if (p->compiled)
+               return;
+       p->compiled = true;
+       p->vprogram = NULL;
+       p->fprogram = NULL;
+
+       permutationname[0] = 0;
+       cachename[0] = 0;
+       vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
+       geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
+       fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
+
+       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(cachename, "cg/", sizeof(cachename));
+
+       // the first pretext is which type of shader to compile as
+       // (later these will all be bound together as a program object)
+       vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
+       geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
+       fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
+
+       // the second pretext is the mode (for example a light source)
+       vertstrings_list[vertstrings_count++] = modeinfo->pretext;
+       geomstrings_list[geomstrings_count++] = modeinfo->pretext;
+       fragstrings_list[fragstrings_count++] = modeinfo->pretext;
+       strlcat(permutationname, modeinfo->name, sizeof(permutationname));
+       strlcat(cachename, modeinfo->name, sizeof(cachename));
 
-       FS_Print(file, "/* The engine may define the following macros:\n");
-       FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-       for (i = 0;i < SHADERMODE_COUNT;i++)
-               FS_Print(file, shadermodeinfo[i].pretext);
+       // now add all the permutation pretexts
        for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-               FS_Print(file, shaderpermutationinfo[i].pretext);
-       FS_Print(file, "*/\n");
-       FS_Print(file, builtinshaderstring);
-       FS_Close(file);
+       {
+               if (permutation & (1<<i))
+               {
+                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
+                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
+                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
+                       strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
+                       strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
+               }
+               else
+               {
+                       // keep line numbers correct
+                       vertstrings_list[vertstrings_count++] = "\n";
+                       geomstrings_list[geomstrings_count++] = "\n";
+                       fragstrings_list[fragstrings_count++] = "\n";
+               }
+       }
+
+       // replace spaces in the cachename with _ characters
+       for (i = 0;cachename[i];i++)
+               if (cachename[i] == ' ')
+                       cachename[i] = '_';
+
+       // now append the shader text itself
+       vertstrings_list[vertstrings_count++] = vertexstring;
+       geomstrings_list[geomstrings_count++] = geometrystring;
+       fragstrings_list[fragstrings_count++] = fragmentstring;
+
+       // if any sources were NULL, clear the respective list
+       if (!vertexstring)
+               vertstrings_count = 0;
+       if (!geometrystring)
+               geomstrings_count = 0;
+       if (!fragmentstring)
+               fragstrings_count = 0;
+
+       vertstring_length = 0;
+       for (i = 0;i < vertstrings_count;i++)
+               vertstring_length += strlen(vertstrings_list[i]);
+       vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
+       for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
+               memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
+
+       geomstring_length = 0;
+       for (i = 0;i < geomstrings_count;i++)
+               geomstring_length += strlen(geomstrings_list[i]);
+       geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
+       for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
+               memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
+
+       fragstring_length = 0;
+       for (i = 0;i < fragstrings_count;i++)
+               fragstring_length += strlen(fragstrings_list[i]);
+       fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
+       for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
+               memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
+
+       CHECKGLERROR
+       CHECKCGERROR
+       //vertexProfile = CG_PROFILE_ARBVP1;
+       //fragmentProfile = CG_PROFILE_ARBFP1;
+       vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
+       fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
+       //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
+       //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
+       //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
+       CHECKGLERROR
 
-       Con_Printf("glsl/default.glsl written\n");
+       // try to load the cached shader, or generate one
+       R_CG_CacheShader(p, cachename, vertstring, fragstring);
+
+       // if caching failed, do a dynamic compile for now
+       CHECKCGERROR
+       if (vertstring[0] && !p->vprogram)
+               p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
+       CHECKCGERROR
+       if (fragstring[0] && !p->fprogram)
+               p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
+       CHECKCGERROR
+
+       // look up all the uniform variable names we care about, so we don't
+       // have to look them up every time we set them
+       if (p->vprogram)
+       {
+               CHECKCGERROR
+               cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
+               cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
+               p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
+               p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
+               p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
+               p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
+               p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
+               p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
+               p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
+               p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
+               p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
+               CHECKCGERROR
+       }
+       if (p->fprogram)
+       {
+               CHECKCGERROR
+               cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
+               cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
+               p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
+               p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
+               p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
+               p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
+               p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
+               p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
+               p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
+               p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
+               p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
+               p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
+               p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
+               p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
+               p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
+               p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
+               p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
+               p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
+               p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
+               p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
+               p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
+               p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
+               p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
+               p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
+               p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
+               p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
+               p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
+               p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
+               p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
+               p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
+               p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
+               p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
+               p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
+               p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
+               p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
+               p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
+               p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
+               p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
+               p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
+               p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
+               p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
+               p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
+               p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
+               p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
+               p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
+               p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
+               p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
+               p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
+               p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
+               p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
+               p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
+               p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
+               p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
+               p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
+               p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
+               p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
+               p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
+               p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
+               p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
+               p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
+               p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
+               p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
+               p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
+               p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
+               p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
+               p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
+               p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
+               p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
+               p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
+               p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
+               p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
+               p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
+               p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
+               p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
+               p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
+               p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
+               p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
+               CHECKCGERROR
+       }
+
+       if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
+               Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
+       else
+               Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
+
+       // free the strings
+       if (vertstring)
+               Mem_Free(vertstring);
+       if (geomstring)
+               Mem_Free(geomstring);
+       if (fragstring)
+               Mem_Free(fragstring);
+       if (vertexstring)
+               Mem_Free(vertexstring);
+       if (geometrystring)
+               Mem_Free(geometrystring);
+       if (fragmentstring)
+               Mem_Free(fragmentstring);
 }
 
-void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
+void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
 {
-       r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
-       if (r_glsl_permutation != perm)
+       r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
+       CHECKGLERROR
+       CHECKCGERROR
+       if (r_cg_permutation != perm)
        {
-               r_glsl_permutation = perm;
-               if (!r_glsl_permutation->program)
+               r_cg_permutation = perm;
+               if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
                {
-                       if (!r_glsl_permutation->compiled)
-                               R_GLSL_CompilePermutation(perm, mode, permutation);
-                       if (!r_glsl_permutation->program)
+                       if (!r_cg_permutation->compiled)
+                               R_CG_CompilePermutation(perm, mode, permutation);
+                       if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
                        {
                                // remove features until we find a valid permutation
                                int i;
@@ -2133,73 +4169,223 @@ void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
                                        if (!(permutation & j))
                                                continue;
                                        permutation -= j;
-                                       r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
-                                       if (!r_glsl_permutation->compiled)
-                                               R_GLSL_CompilePermutation(perm, mode, permutation);
-                                       if (r_glsl_permutation->program)
+                                       r_cg_permutation = R_CG_FindPermutation(mode, permutation);
+                                       if (!r_cg_permutation->compiled)
+                                               R_CG_CompilePermutation(perm, mode, permutation);
+                                       if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
                                                break;
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
-                                       r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
-                                       qglUseProgramObjectARB(0);CHECKGLERROR
+                                       //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       r_cg_permutation = R_CG_FindPermutation(mode, permutation);
                                        return; // no bit left to clear, entire mode is broken
                                }
                        }
                }
                CHECKGLERROR
-               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+               CHECKCGERROR
+               if (r_cg_permutation->vprogram)
+               {
+                       cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
+                       cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
+                       cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+               }
+               else
+               {
+                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+               }
+               if (r_cg_permutation->fprogram)
+               {
+                       cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
+                       cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
+                       cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+               }
+               else
+               {
+                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+               }
        }
+       CHECKCGERROR
+       if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
+       if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
+       if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
+}
+
+void CG_BindTexture(CGparameter param, rtexture_t *tex)
+{
+       cgGLSetTextureParameter(param, R_GetTexture(tex));
+       cgGLEnableTextureParameter(param);
 }
+#endif
 
-void R_SetupGenericShader(qboolean usetexture)
+void R_GLSL_Restart_f(void)
 {
+       unsigned int i, limit;
+       if (glslshaderstring && glslshaderstring != builtinshaderstring)
+               Mem_Free(glslshaderstring);
+       glslshaderstring = NULL;
+       if (cgshaderstring && cgshaderstring != builtincgshaderstring)
+               Mem_Free(cgshaderstring);
+       cgshaderstring = NULL;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
+               {
+                       r_glsl_permutation_t *p;
+                       r_glsl_permutation = NULL;
+                       limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
+                       for (i = 0;i < limit;i++)
+                       {
+                               if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
+                               {
+                                       GL_Backend_FreeProgram(p->program);
+                                       Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
+                               }
+                       }
+                       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+               }
+               break;
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               {
+                       r_cg_permutation_t *p;
+                       r_cg_permutation = NULL;
+                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+                       limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
+                       for (i = 0;i < limit;i++)
+                       {
+                               if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
+                               {
+                                       if (p->vprogram)
+                                               cgDestroyProgram(p->vprogram);
+                                       if (p->fprogram)
+                                               cgDestroyProgram(p->fprogram);
+                                       Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
+                               }
+                       }
+                       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+               }
                break;
+#endif
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
        }
 }
 
-void R_SetupGenericTwoTextureShader(int texturemode)
+void R_GLSL_DumpShader_f(void)
+{
+       int i;
+       qfile_t *file;
+
+       file = FS_OpenRealFile("glsl/default.glsl", "w", false);
+       if (file)
+       {
+               FS_Print(file, "/* The engine may define the following macros:\n");
+               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+               for (i = 0;i < SHADERMODE_COUNT;i++)
+                       FS_Print(file, glslshadermodeinfo[i].pretext);
+               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                       FS_Print(file, shaderpermutationinfo[i].pretext);
+               FS_Print(file, "*/\n");
+               FS_Print(file, builtinshaderstring);
+               FS_Close(file);
+               Con_Printf("glsl/default.glsl written\n");
+       }
+       else
+               Con_Printf("failed to write to glsl/default.glsl\n");
+
+#ifdef SUPPORTCG
+       file = FS_OpenRealFile("cg/default.cg", "w", false);
+       if (file)
+       {
+               FS_Print(file, "/* The engine may define the following macros:\n");
+               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+               for (i = 0;i < SHADERMODE_COUNT;i++)
+                       FS_Print(file, cgshadermodeinfo[i].pretext);
+               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                       FS_Print(file, shaderpermutationinfo[i].pretext);
+               FS_Print(file, "*/\n");
+               FS_Print(file, builtincgshaderstring);
+               FS_Close(file);
+               Con_Printf("cg/default.cg written\n");
+       }
+       else
+               Con_Printf("failed to write to cg/default.cg\n");
+#endif
+}
+
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
 {
+       if (!second)
+               texturemode = GL_MODULATE;
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
+               if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
+               break;
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               CHECKCGERROR
+               R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
+#endif
                break;
        case RENDERPATH_GL13:
+               R_Mesh_TexBind(0, first );
+               R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexBind(1, second);
+               if (second)
+                       R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
+               break;
        case RENDERPATH_GL11:
-               R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
+               R_Mesh_TexBind(0, first );
                break;
        }
 }
 
-void R_SetupDepthOrShadowShader(void)
+void R_SetupShader_DepthOrShadow(void)
 {
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               break;
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
+#endif
                break;
        case RENDERPATH_GL13:
+               R_Mesh_TexBind(0, 0);
+               R_Mesh_TexBind(1, 0);
                break;
        case RENDERPATH_GL11:
+               R_Mesh_TexBind(0, 0);
                break;
        }
 }
 
-void R_SetupShowDepthShader(void)
+void R_SetupShader_ShowDepth(void)
 {
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
+               break;
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
+#endif
                break;
        case RENDERPATH_GL13:
                break;
@@ -2221,7 +4407,18 @@ extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern qboolean r_shadow_shadowmapsampler;
 extern int r_shadow_shadowmappcf;
-void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
+extern rtexture_t *r_shadow_shadowmaprectangletexture;
+extern rtexture_t *r_shadow_shadowmap2dtexture;
+extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+extern rtexture_t *r_shadow_shadowmapvsdcttexture;
+extern int r_shadow_shadowmaplod; // changes for each light based on distance
+extern int r_shadow_prepass_width;
+extern int r_shadow_prepass_height;
+extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
+extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
+extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
+extern rtexture_t *r_shadow_prepasslightingspeculartexture;
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -2230,13 +4427,6 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
        unsigned int permutation = 0;
        unsigned int mode = 0;
        float m16f[16];
-       // TODO: implement geometry-shader based shadow volumes someday
-       if (r_glsl_offsetmapping.integer)
-       {
-               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-               if (r_glsl_offsetmapping_reliefmapping.integer)
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-       }
        if (rsurfacepass == RSURFPASS_BACKGROUND)
        {
                // distorted background
@@ -2244,22 +4434,53 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        mode = SHADERMODE_WATER;
                else
                        mode = SHADERMODE_REFRACTION;
+               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+               R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+               R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_AlphaTest(false);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
        }
        else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
        {
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+                       permutation |= SHADERPERMUTATION_ALPHAKILL;
                // normalmap (deferred prepass), may use alpha test on diffuse
                mode = SHADERMODE_DEFERREDGEOMETRY;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+               R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+               R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+               else
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_AlphaTest(false);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+       }
+       else if (rsurfacepass == RSURFPASS_RTLIGHT)
+       {
                if (r_glsl_offsetmapping.integer)
                {
                        permutation |= SHADERPERMUTATION_OFFSETMAPPING;
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
-       }
-       else if (rsurfacepass == RSURFPASS_RTLIGHT)
-       {
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2269,7 +4490,11 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                if (diffusescale > 0)
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
+               {
                        permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+                       if (r_shadow_glossexact.integer)
+                               permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
+               }
                if (r_refdef.fogenabled)
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (rsurface.texture->colormapping)
@@ -2292,40 +4517,94 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                }
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
+               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+               }
+               else
+               {
+                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
+               }
+               //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+               else
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_FLATCOLOR;
                ambientscale = diffusescale = specularscale = 0;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
-                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
+               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+               }
+               else
+               {
+                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
+               }
+               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+               else
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
+       {
                if (r_glsl_offsetmapping.integer)
                {
                        permutation |= SHADERPERMUTATION_OFFSETMAPPING;
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       permutation |= SHADERPERMUTATION_REFLECTION;
-       }
-       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
-       {
-               // directional model lighting
-               mode = SHADERMODE_LIGHTDIRECTION;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               // directional model lighting
+               mode = SHADERMODE_LIGHTDIRECTION;
+               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
+               {
                        permutation |= SHADERPERMUTATION_SPECULAR;
+                       if (r_shadow_glossexact.integer)
+                               permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
+               }
                if (r_refdef.fogenabled)
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (rsurface.texture->colormapping)
@@ -2334,14 +4613,39 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
+               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+               }
+               else
+               {
+                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
+               }
+               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
-               // ambient model lighting
-               mode = SHADERMODE_LIGHTDIRECTION;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               // ambient model lighting
+               mode = SHADERMODE_LIGHTDIRECTION;
+               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
@@ -2351,10 +4655,49 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
+               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+               }
+               else
+               {
+                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
+               }
+               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else
        {
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // lightmapped wall
+               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+               if (rsurface.texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
+               if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
@@ -2364,7 +4707,16 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
+                       {
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+                               if (r_shadow_glossexact.integer)
+                                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
+                       }
+                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                       if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+                               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+                       else
+                               R_Mesh_ColorPointer(NULL, 0, 0);
                }
                else if (r_glsl_deluxemapping.integer >= 2)
                {
@@ -2372,123 +4724,325 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
+                       {
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+                               if (r_shadow_glossexact.integer)
+                                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
+                       }
+                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                       if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+                               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+                       else
+                               R_Mesh_ColorPointer(NULL, 0, 0);
                }
                else if (rsurface.uselightmaptexture)
                {
                        // ordinary lightmapping (q1bsp, q3bsp)
                        mode = SHADERMODE_LIGHTMAP;
+                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                       if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+                               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+                       else
+                               R_Mesh_ColorPointer(NULL, 0, 0);
                }
                else
                {
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
+                       R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
                }
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
-                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
-                       permutation |= SHADERPERMUTATION_GLOW;
-               if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
-               if (rsurface.texture->colormapping)
-                       permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       permutation |= SHADERPERMUTATION_REFLECTION;
-               if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
-                       permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
-       }
-       if(permutation & SHADERPERMUTATION_SPECULAR)
-               if(r_shadow_glossexact.integer)
-                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-       if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
-               permutation |= SHADERPERMUTATION_ALPHAKILL;
-       R_SetupShader_SetPermutation(mode, permutation);
-       if (mode == SHADERMODE_LIGHTSOURCE)
-       {
-               if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
-               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
-               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
-               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
-               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
-
-               // additive passes are only darkened by fog, not tinted
-               if (r_glsl_permutation->loc_FogColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+               }
+               else
+               {
+                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
+                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
+               }
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
-       else
+       switch(vid.renderpath)
        {
-               if (mode == SHADERMODE_FLATCOLOR)
+       case RENDERPATH_GL20:
+               R_SetupShader_SetPermutationGLSL(mode, permutation);
+               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
+               if (mode == SHADERMODE_LIGHTSOURCE)
+               {
+                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
+                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+       
+                       // additive passes are only darkened by fog, not tinted
+                       if (r_glsl_permutation->loc_FogColor >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+                       if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+               }
+               else
+               {
+                       if (mode == SHADERMODE_FLATCOLOR)
+                       {
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
+                       }
+                       else if (mode == SHADERMODE_LIGHTDIRECTION)
+                       {
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
+                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                       }
+                       else
+                       {
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                       }
+                       // additive passes are only darkened by fog, not tinted
+                       if (r_glsl_permutation->loc_FogColor >= 0)
+                       {
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                               else
+                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                       }
+                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+                       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+                       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+                       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+               }
+               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
+               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+               if (r_glsl_permutation->loc_Color_Pants >= 0)
+               {
+                       if (rsurface.texture->pantstexture)
+                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                       else
+                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+               }
+               if (r_glsl_permutation->loc_Color_Shirt >= 0)
                {
-                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
+                       if (rsurface.texture->shirttexture)
+                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                       else
+                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+               }
+               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+       //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
+       //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
+       //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
+               if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
+               if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
+               if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
+               if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
+               if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
+               if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
+               if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
+               if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
+               if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
+               if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
+               if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
+               if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
+               if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
+               if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
+               if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
+               if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
+               if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
+               if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
+               if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
+               if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
+               if (rsurface.rtlight)
+               {
+                       if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                       if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
+                       if (r_shadow_usingshadowmapcube)
+                               if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
+                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
                }
-               else if (mode == SHADERMODE_LIGHTDIRECTION)
+               CHECKGLERROR
+               break;
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               R_SetupShader_SetPermutationCG(mode, permutation);
+               if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
+               if (mode == SHADERMODE_LIGHTSOURCE)
                {
-                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
-                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
-                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
-                       if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
-                       if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
-                       if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                       if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
+                       if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
                }
                else
                {
-                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
-                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
-                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
-                       if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                       if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                       if (mode == SHADERMODE_LIGHTDIRECTION)
+                       {
+                               if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
+                       }
+               }
+               if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
+               if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
+               if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
+               if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
+               CHECKGLERROR
+
+               if (mode == SHADERMODE_LIGHTSOURCE)
+               {
+                       if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
+                       if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
+                       if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
+                       if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
+                       if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
+
+                       // additive passes are only darkened by fog, not tinted
+                       if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
+                       if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
+                       if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
                }
-               // additive passes are only darkened by fog, not tinted
-               if (r_glsl_permutation->loc_FogColor >= 0)
+               else
                {
-                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       if (mode == SHADERMODE_FLATCOLOR)
+                       {
+                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
+                       }
+                       else if (mode == SHADERMODE_LIGHTDIRECTION)
+                       {
+                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
+                               if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
+                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
+                               if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+                               if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+                               if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
+                               if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
+                       }
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
-               }
-               if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
-               if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
-               if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-               if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
-               if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
-               if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
-               if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
-               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
-       }
-       if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
-       if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
-       if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-       if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
-       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
-       if (r_glsl_permutation->loc_Color_Pants >= 0)
-       {
-               if (rsurface.texture->currentskinframe->pants)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
-               else
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+                       {
+                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
+                               if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
+                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
+                               if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+                               if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+                       }
+                       // additive passes are only darkened by fog, not tinted
+                       if (r_cg_permutation->fp_FogColor)
+                       {
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                                       cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
+                               else
+                                       cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                               CHECKCGERROR
+                       }
+                       if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
+                       if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
+                       if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
+                       if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
+                       if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
+                       if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
+                       if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
+                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+               }
+               if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
+               if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
+               if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
+               if (r_cg_permutation->fp_Color_Pants)
+               {
+                       if (rsurface.texture->pantstexture)
+                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                       else
+                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
+                       CHECKCGERROR
+               }
+               if (r_cg_permutation->fp_Color_Shirt)
+               {
+                       if (rsurface.texture->shirttexture)
+                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                       else
+                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
+                       CHECKCGERROR
+               }
+               if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
+               if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
+               if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
+               if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
+               if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
+               if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
+               if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
+
+       //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
+       //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
+       //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
+               if (rsurface.rtlight)
+               {
+                       if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
+                       if (r_shadow_usingshadowmapcube)
+                               if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
+               }
+
+               CHECKGLERROR
+#endif
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               break;
        }
-       if (r_glsl_permutation->loc_Color_Shirt >= 0)
-       {
-               if (rsurface.texture->currentskinframe->shirt)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
-               else
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
-       }
-       if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-       if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
-       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
-       if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-       if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
-       if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-       CHECKGLERROR
 }
 
-void R_SetupDeferredLightShader(const rtlight_t *rtlight)
+void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -2537,20 +5091,64 @@ void R_SetupDeferredLightShader(const rtlight_t *rtlight)
                else if (r_shadow_shadowmappcf)
                        permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
        }
-       R_SetupShader_SetPermutation(mode, permutation);
        Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
        Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
        Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
        Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
-       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
-       if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f);
-       if (r_glsl_permutation->loc_DeferredColor_Ambient  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-       if (r_glsl_permutation->loc_DeferredColor_Diffuse  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-       if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
-       if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-       if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
-       if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               R_SetupShader_SetPermutationGLSL(mode, permutation);
+               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
+               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
+               if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
+               if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
+               if (r_shadow_usingshadowmapcube)
+                       if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
+               if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
+               if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
+               break;
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               R_SetupShader_SetPermutationCG(mode, permutation);
+               if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
+               if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
+               if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
+               if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
+               if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
+               if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
+               if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
+               if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+               if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
+               if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
+
+               if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
+               if (r_shadow_usingshadowmapcube)
+                       if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
+#endif
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               break;
+       }
 }
 
 #define SKINFRAME_HASH 1024
@@ -2602,6 +5200,7 @@ void R_SkinFrame_Purge(void)
                                R_PurgeTexture(s->gloss );s->gloss  = NULL;
                                R_PurgeTexture(s->glow  );s->glow   = NULL;
                                R_PurgeTexture(s->fog   );s->fog    = NULL;
+                               R_PurgeTexture(s->reflect);s->reflect = NULL;
                                s->loadsequence = 0;
                        }
                }
@@ -2715,9 +5314,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        unsigned char *pixels;
        unsigned char *bumppixels;
        unsigned char *basepixels = NULL;
-       int basepixels_width;
-       int basepixels_height;
+       int basepixels_width = 0;
+       int basepixels_height = 0;
        skinframe_t *skinframe;
+       rtexture_t *ddsbase = NULL;
+       qboolean ddshasalpha = false;
+       float ddsavgcolor[4];
+       char basename[MAX_QPATH];
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -2729,9 +5332,15 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe && skinframe->base)
                return skinframe;
 
-       basepixels = loadimagepixelsbgra(name, complain, true);
-       if (basepixels == NULL)
-               return NULL;
+       Image_StripImageExtension(name, basename, sizeof(basename));
+
+       // check for DDS texture file first
+       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
+       {
+               basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
+               if (basepixels == NULL)
+                       return NULL;
+       }
 
        if (developer_loading.integer)
                Con_Printf("loading skin \"%s\"\n", name);
@@ -2741,58 +5350,85 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
        skinframe->stain = NULL;
        skinframe->merged = NULL;
-       skinframe->base = r_texture_notexture;
+       skinframe->base = NULL;
        skinframe->pants = NULL;
        skinframe->shirt = NULL;
-       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->nmap = NULL;
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
-       basepixels_width = image_width;
-       basepixels_height = image_height;
-       skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
-
-       if (textureflags & TEXF_ALPHA)
+       if (ddsbase)
+       {
+               skinframe->base = ddsbase;
+               skinframe->hasalpha = ddshasalpha;
+               VectorCopy(ddsavgcolor, skinframe->avgcolor);
+               if (r_loadfog && skinframe->hasalpha)
+                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
+               //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
+       }
+       else
        {
-               for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+               basepixels_width = image_width;
+               basepixels_height = image_height;
+               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (textureflags & TEXF_ALPHA)
                {
-                       if (basepixels[j] < 255)
+                       for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
                        {
-                               skinframe->hasalpha = true;
-                               break;
+                               if (basepixels[j] < 255)
+                               {
+                                       skinframe->hasalpha = true;
+                                       break;
+                               }
                        }
-               }
-               if (r_loadfog && skinframe->hasalpha)
-               {
-                       // has transparent pixels
-                       pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
-                       for (j = 0;j < image_width * image_height * 4;j += 4)
+                       if (r_loadfog && skinframe->hasalpha)
                        {
-                               pixels[j+0] = 255;
-                               pixels[j+1] = 255;
-                               pixels[j+2] = 255;
-                               pixels[j+3] = basepixels[j+3];
+                               // has transparent pixels
+                               pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+                               for (j = 0;j < image_width * image_height * 4;j += 4)
+                               {
+                                       pixels[j+0] = 255;
+                                       pixels[j+1] = 255;
+                                       pixels[j+2] = 255;
+                                       pixels[j+3] = basepixels[j+3];
+                               }
+                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                               Mem_Free(pixels);
                        }
-                       skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
-                       Mem_Free(pixels);
                }
+               R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+               //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
+                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
+                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
        }
 
-       R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
-       //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
+       if (r_loaddds)
+       {
+               if (r_loadnormalmap)
+                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
+               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
+               if (r_loadgloss)
+                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
+               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
+               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
+       }
 
        // _norm is the name used by tenebrae and has been adopted as standard
-       if (r_loadnormalmap)
+       if (r_loadnormalmap && skinframe->nmap == NULL)
        {
-               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
+               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
                {
                        skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
-               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
@@ -2807,14 +5443,55 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                }
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
+                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
+       }
+
+       // _luma is supported only for tenebrae compatibility
+       // _glow is the preferred name
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
+       {
+               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
+                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
+               Mem_Free(pixels);pixels = NULL;
+       }
+
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       {
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
+                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
+               Mem_Free(pixels);
+               pixels = NULL;
+       }
+
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       {
+               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
+                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
+               Mem_Free(pixels);
+               pixels = NULL;
+       }
+
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       {
+               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
+                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
+               Mem_Free(pixels);
+               pixels = NULL;
+       }
+
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       {
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
+                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
+               Mem_Free(pixels);
+               pixels = NULL;
        }
-       // _luma is supported for tenebrae compatibility
-       // (I think it's a very stupid name, but oh well)
-       // _glow is the preferred name
-       if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
 
        if (basepixels)
                Mem_Free(basepixels);
@@ -2839,13 +5516,14 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
-       skinframe->base = r_texture_notexture;
+       skinframe->base = NULL;
        skinframe->pants = NULL;
        skinframe->shirt = NULL;
-       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->nmap = NULL;
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -2907,13 +5585,14 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
-       skinframe->base = r_texture_notexture;
+       skinframe->base = NULL;
        skinframe->pants = NULL;
        skinframe->shirt = NULL;
-       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->nmap = NULL;
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -3027,13 +5706,14 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
-       skinframe->base = r_texture_notexture;
+       skinframe->base = NULL;
        skinframe->pants = NULL;
        skinframe->shirt = NULL;
-       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->nmap = NULL;
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -3071,16 +5751,17 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        if (cls.state == ca_dedicated)
                return NULL;
 
-       skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
+       skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
        skinframe->stain = NULL;
        skinframe->merged = NULL;
-       skinframe->base = r_texture_notexture;
+       skinframe->base = NULL;
        skinframe->pants = NULL;
        skinframe->shirt = NULL;
-       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->nmap = NULL;
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        skinframe->avgcolor[0] = rand() / RAND_MAX;
@@ -3091,6 +5772,136 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        return skinframe;
 }
 
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+       char *suffix;
+       qboolean flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+       {
+               {"px",   false, false, false},
+               {"nx",   false, false, false},
+               {"py",   false, false, false},
+               {"ny",   false, false, false},
+               {"pz",   false, false, false},
+               {"nz",   false, false, false}
+       },
+       {
+               {"posx", false, false, false},
+               {"negx", false, false, false},
+               {"posy", false, false, false},
+               {"negy", false, false, false},
+               {"posz", false, false, false},
+               {"negz", false, false, false}
+       },
+       {
+               {"rt",    true, false,  true},
+               {"lf",   false,  true,  true},
+               {"ft",    true,  true, false},
+               {"bk",   false, false, false},
+               {"up",    true, false,  true},
+               {"dn",    true, false,  true}
+       }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_LoadCubemap(const char *basename)
+{
+       int i, j, cubemapsize;
+       unsigned char *cubemappixels, *image_buffer;
+       rtexture_t *cubemaptexture;
+       char name[256];
+       // must start 0 so the first loadimagepixels has no requested width/height
+       cubemapsize = 0;
+       cubemappixels = NULL;
+       cubemaptexture = NULL;
+       // keep trying different suffix groups (posx, px, rt) until one loads
+       for (j = 0;j < 3 && !cubemappixels;j++)
+       {
+               // load the 6 images in the suffix group
+               for (i = 0;i < 6;i++)
+               {
+                       // generate an image name based on the base and and suffix
+                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       // load it
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
+                       {
+                               // an image loaded, make sure width and height are equal
+                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
+                               {
+                                       // if this is the first image to load successfully, allocate the cubemap memory
+                                       if (!cubemappixels && image_width >= 1)
+                                       {
+                                               cubemapsize = image_width;
+                                               // note this clears to black, so unavailable sides are black
+                                               cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                       }
+                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
+                                       if (cubemappixels)
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                               }
+                               else
+                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               // free the image
+                               Mem_Free(image_buffer);
+                       }
+               }
+       }
+       // if a cubemap loaded, upload it
+       if (cubemappixels)
+       {
+               if (developer_loading.integer)
+                       Con_Printf("loading cubemap \"%s\"\n", basename);
+
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
+               Mem_Free(cubemappixels);
+       }
+       else
+       {
+               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
+               if (developer_loading.integer)
+               {
+                       Con_Printf("(tried tried images ");
+                       for (j = 0;j < 3;j++)
+                               for (i = 0;i < 6;i++)
+                                       Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+                       Con_Print(" and was unable to find any of them).\n");
+               }
+       }
+       return cubemaptexture;
+}
+
+rtexture_t *R_GetCubemap(const char *basename)
+{
+       int i;
+       for (i = 0;i < r_texture_numcubemaps;i++)
+               if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
+                       return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
+       if (i >= MAX_CUBEMAPS)
+               return r_texture_whitecube;
+       r_texture_numcubemaps++;
+       strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
+       r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
+       return r_texture_cubemaps[i].texture;
+}
+
+void R_FreeCubemaps(void)
+{
+       int i;
+       for (i = 0;i < r_texture_numcubemaps;i++)
+       {
+               if (developer_loading.integer)
+                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
+               if (r_texture_cubemaps[i].texture)
+                       R_FreeTexture(r_texture_cubemaps[i].texture);
+       }
+       r_texture_numcubemaps = 0;
+}
+
 void R_Main_FreeViewCache(void)
 {
        if (r_refdef.viewcache.entityvisible)
@@ -3154,10 +5965,15 @@ void gl_main_start(void)
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
        r_texture_gammaramps = NULL;
+       r_texture_numcubemaps = 0;
+
+       r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
+       r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
 
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 1);
@@ -3213,6 +6029,12 @@ void gl_main_start(void)
        memset(&r_waterstate, 0, sizeof(r_waterstate));
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
+       glslshaderstring = NULL;
+#ifdef SUPPORTCG
+       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+       Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
+       cgshaderstring = NULL;
+#endif
        memset(&r_svbsp, 0, sizeof (r_svbsp));
 
        r_refdef.fogmasktable_density = 0;
@@ -3252,6 +6074,7 @@ void gl_main_shutdown(void)
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
        r_texture_gammaramps = NULL;
+       r_texture_numcubemaps = 0;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
@@ -3362,6 +6185,13 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fog_exp2);
        Cvar_RegisterVariable(&r_drawfog);
        Cvar_RegisterVariable(&r_transparentdepthmasking);
+       Cvar_RegisterVariable(&r_texture_dds_load);
+       Cvar_RegisterVariable(&r_texture_dds_save);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
        Cvar_RegisterVariable(&r_glsl);
@@ -3409,6 +6239,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_track_sprites_flags);
        Cvar_RegisterVariable(&r_track_sprites_scalew);
        Cvar_RegisterVariable(&r_track_sprites_scaleh);
+       Cvar_RegisterVariable(&r_overheadsprites_perspective);
+       Cvar_RegisterVariable(&r_overheadsprites_pushback);
 }
 
 extern void R_Textures_Init(void);
@@ -3423,12 +6255,14 @@ extern void gl_backend_init(void);
 extern void Sbar_Init(void);
 extern void R_LightningBeams_Init(void);
 extern void Mod_RenderInit(void);
+extern void Font_Init(void);
 
 void Render_Init(void)
 {
        gl_backend_init();
        R_Textures_Init();
        GL_Main_Init();
+       Font_Init();
        GL_Draw_Init();
        R_Shadow_Init();
        R_Sky_Init();
@@ -3583,7 +6417,7 @@ static void *r_framedata_base;
 
 void R_FrameData_Reset(void)
 {
-       if (r_framedata_base);
+       if (r_framedata_base)
                Mem_Free(r_framedata_base);
        r_framedata_base = NULL;
        r_framedata_size = 0;
@@ -3601,7 +6435,7 @@ void R_FrameData_NewFrame(void)
        if (r_framedata_size != wantedsize)
        {
                r_framedata_size = wantedsize;
-               if (r_framedata_base);
+               if (r_framedata_base)
                        Mem_Free(r_framedata_base);
                r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
        }
@@ -3724,6 +6558,7 @@ void R_AnimCache_CacheVisibleEntities(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
@@ -3854,6 +6689,10 @@ static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t en
        boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
        boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
 
+       // return true if eye is inside enlarged box
+       if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
+               return true;
+
        // try center
        VectorCopy(eye, start);
        VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
@@ -3880,6 +6719,8 @@ static void R_View_UpdateEntityVisible (void)
        entity_render_t *ent;
 
        renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
+       if (!r_drawviewmodel.integer)
+               renderimask |= RENDER_VIEWMODEL;
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
@@ -4171,8 +7012,8 @@ void R_View_Update(void)
 
 void R_SetupView(qboolean allowwaterclippingplane)
 {
-       const double *customclipplane = NULL;
-       double plane[4];
+       const float *customclipplane = NULL;
+       float plane[4];
        if (r_refdef.view.useclipplane && allowwaterclippingplane)
        {
                // LordHavoc: couldn't figure out how to make this approach the
@@ -4196,6 +7037,40 @@ void R_SetupView(qboolean allowwaterclippingplane)
        R_SetViewport(&r_refdef.view.viewport);
 }
 
+void R_EntityMatrix(const matrix4x4_t *matrix)
+{
+       if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
+       {
+               gl_modelmatrixchanged = false;
+               gl_modelmatrix = *matrix;
+               Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
+               Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
+               Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
+               Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
+               CHECKGLERROR
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+                       qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+                       break;
+               case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+                       CHECKCGERROR
+                       if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
+                       if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
+                       qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+#endif
+                       break;
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+                       qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+                       break;
+               }
+       }
+}
+
 void R_ResetViewRendering2D(void)
 {
        r_viewport_t viewport;
@@ -4213,7 +7088,7 @@ void R_ResetViewRendering2D(void)
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
        GL_DepthTest(false);
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
        R_Mesh_ResetTextureState();
        GL_PolygonOffset(0, 0);
        qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
@@ -4223,7 +7098,6 @@ void R_ResetViewRendering2D(void)
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
-       R_SetupGenericShader(true);
 }
 
 void R_ResetViewRendering3D(void)
@@ -4240,7 +7114,7 @@ void R_ResetViewRendering3D(void)
        GL_DepthMask(true);
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
        R_Mesh_ResetTextureState();
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
@@ -4250,7 +7124,6 @@ void R_ResetViewRendering3D(void)
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        GL_CullFace(r_refdef.view.cullface_back);
-       R_SetupGenericShader(true);
 }
 
 void R_RenderScene(void);
@@ -4268,6 +7141,7 @@ static void R_Water_StartFrame(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
@@ -4412,7 +7286,7 @@ static void R_Water_ProcessPlanes(void)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        if (!p->texture_refraction)
-                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
                        if (!p->texture_refraction)
                                goto error;
                }
@@ -4420,7 +7294,7 @@ static void R_Water_ProcessPlanes(void)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        if (!p->texture_reflection)
-                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
                        if (!p->texture_reflection)
                                goto error;
                }
@@ -4436,28 +7310,6 @@ static void R_Water_ProcessPlanes(void)
        r_waterstate.renderingscene = true;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
-               // render the normal view scene and copy into texture
-               // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
-               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
-               {
-                       r_refdef.view = myview;
-                       r_refdef.view.clipplane = p->plane;
-                       VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
-                       r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
-                       PlaneClassify(&r_refdef.view.clipplane);
-
-                       R_ResetViewRendering3D();
-                       R_ClearScreen(r_refdef.fogenabled);
-                       R_View_Update();
-                       R_RenderScene();
-
-                       // copy view into the screen texture
-                       R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
-                       GL_ActiveTexture(0);
-                       CHECKGLERROR
-                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
-               }
-
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        r_refdef.view = myview;
@@ -4483,11 +7335,27 @@ static void R_Water_ProcessPlanes(void)
                        R_View_Update();
                        R_RenderScene();
 
-                       R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
-                       GL_ActiveTexture(0);
-                       CHECKGLERROR
-                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+                       R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+               }
+
+               // render the normal view scene and copy into texture
+               // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+               {
+                       r_refdef.view = myview;
+                       r_refdef.view.clipplane = p->plane;
+                       VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
+                       r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
+                       PlaneClassify(&r_refdef.view.clipplane);
+
+                       R_ResetViewRendering3D();
+                       R_ClearScreen(r_refdef.fogenabled);
+                       R_View_Update();
+                       R_RenderScene();
+
+                       R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
                }
+
        }
        r_waterstate.renderingscene = false;
        r_refdef.view = originalview;
@@ -4510,6 +7378,7 @@ void R_Bloom_StartFrame(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
@@ -4562,7 +7431,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.screentexturewidth = screentexturewidth;
                r_bloomstate.screentextureheight = screentextureheight;
                if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
-                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
        }
        if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
        {
@@ -4572,7 +7441,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
                if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
-                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
        }
 
        // when doing a reduced render (HDR) we want to use a smaller area
@@ -4623,27 +7492,20 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
-       R_SetupGenericShader(true);
        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
-       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
        // we now have a bloom image in the framebuffer
        // copy it into the bloom image texture for later processing
-       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+       R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
        r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
 }
 
 void R_Bloom_CopyHDRTexture(void)
 {
-       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+       R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
 }
 
@@ -4657,7 +7519,6 @@ void R_Bloom_MakeTexture(void)
        R_ResetViewRendering2D();
        R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
-       R_SetupGenericShader(true);
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
@@ -4669,15 +7530,13 @@ void R_Bloom_MakeTexture(void)
                r = bound(0, r_bloom_colorexponent.value / x, 1);
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_Color(r, r, r, 1);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                // copy the vertically blurred bloom view to a texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
                r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 
@@ -4688,7 +7547,7 @@ void R_Bloom_MakeTexture(void)
        brighten = sqrt(brighten);
        if(range >= 1)
                brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
-       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
        for (dir = 0;dir < 2;dir++)
@@ -4727,9 +7586,7 @@ void R_Bloom_MakeTexture(void)
                }
 
                // copy the vertically blurred bloom view to a texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
                r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 
@@ -4738,7 +7595,7 @@ void R_Bloom_MakeTexture(void)
        if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(1, 1, 1, 1);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
@@ -4746,7 +7603,7 @@ void R_Bloom_MakeTexture(void)
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
-               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
@@ -4754,10 +7611,7 @@ void R_Bloom_MakeTexture(void)
                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 
                // copy the darkened bloom view to a texture
-               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
                r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 }
@@ -4819,10 +7673,12 @@ void R_HDR_RenderBloomTexture(void)
 static void R_BlendView(void)
 {
        unsigned int permutation;
+       float uservecs[4][4];
 
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                permutation =
                          (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
                        | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
@@ -4838,8 +7694,6 @@ static void R_BlendView(void)
                        R_ResetViewRendering2D();
                        R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
                        R_Mesh_ColorPointer(NULL, 0, 0);
-                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-                       GL_ActiveTexture(0);CHECKGLERROR
 
                        if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
                        {
@@ -4872,10 +7726,9 @@ static void R_BlendView(void)
                                // apply the blur
                                if (cl.motionbluralpha > 0)
                                {
-                                       R_SetupGenericShader(true);
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                        GL_Color(1, 1, 1, cl.motionbluralpha);
-                                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
                                        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
                                        r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
@@ -4883,7 +7736,7 @@ static void R_BlendView(void)
                        }
 
                        // copy view into the screen texture
-                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+                       R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
                        r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                }
                else if (!r_bloomstate.texture_bloom)
@@ -4895,7 +7748,7 @@ static void R_BlendView(void)
                                R_ResetViewRendering2D();
                                R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
                                R_Mesh_ColorPointer(NULL, 0, 0);
-                               R_SetupGenericShader(false);
+                               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
@@ -4912,53 +7765,58 @@ static void R_BlendView(void)
                        R_Bloom_MakeTexture();
                }
 
+#if _MSC_VER >= 1400
+#define sscanf sscanf_s
+#endif
+               memset(uservecs, 0, sizeof(uservecs));
+               sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
+               sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
+               sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
+               sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+
                R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
                R_Mesh_ColorPointer(NULL, 0, 0);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
-               R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
                R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
-               if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
-                       R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
-               if (r_glsl_permutation->loc_ViewTintColor >= 0)
-                       qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-               if (r_glsl_permutation->loc_ClientTime >= 0)
-                       qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
-               if (r_glsl_permutation->loc_PixelSize >= 0)
-                       qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
-               if (r_glsl_permutation->loc_UserVec1 >= 0)
-               {
-                       float a=0, b=0, c=0, d=0;
-#if _MSC_VER >= 1400
-#define sscanf sscanf_s
-#endif
-                       sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
-                       qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
-               }
-               if (r_glsl_permutation->loc_UserVec2 >= 0)
-               {
-                       float a=0, b=0, c=0, d=0;
-                       sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
-                       qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
-               }
-               if (r_glsl_permutation->loc_UserVec3 >= 0)
-               {
-                       float a=0, b=0, c=0, d=0;
-                       sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
-                       qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
-               }
-               if (r_glsl_permutation->loc_UserVec4 >= 0)
+
+               switch(vid.renderpath)
                {
-                       float a=0, b=0, c=0, d=0;
-                       sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
-                       qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
+               case RENDERPATH_GL20:
+                       R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
+                       if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
+                       if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
+                       if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
+                       if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
+                       if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       break;
+               case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+                       R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
+                       if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
+                       if (r_cg_permutation->fp_ViewTintColor     ) cgGLSetParameter4f(     r_cg_permutation->fp_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
+                       if (r_cg_permutation->fp_UserVec1          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_UserVec2          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_UserVec3          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_UserVec4          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
+                       if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
+#endif
+                       break;
+               default:
+                       break;
                }
-               if (r_glsl_permutation->loc_Saturation >= 0)
-                       qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                break;
@@ -4970,7 +7828,7 @@ static void R_BlendView(void)
                        R_ResetViewRendering2D();
                        R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
                        R_Mesh_ColorPointer(NULL, 0, 0);
-                       R_SetupGenericShader(false);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
@@ -5098,6 +7956,7 @@ void R_UpdateVariables(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                if(v_glslgamma.integer && !vid_gammatables_trivial)
                {
                        if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
@@ -5124,7 +7983,7 @@ void R_UpdateVariables(void)
                                }
                                else
                                {
-                                       r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+                                       r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
                                }
                        }
                }
@@ -5180,7 +8039,7 @@ void R_RenderView(void)
 {
        if (r_timereport_active)
                R_TimeReport("start");
-       r_frame++; // used only by R_GetCurrentTexture
+       r_textureframe++; // used only by R_GetCurrentTexture
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 
        if (!r_drawentities.integer)
@@ -5240,7 +8099,11 @@ void R_RenderView(void)
 
        // this produces a bloom texture to be used in R_BlendView() later
        if (r_hdr.integer && r_bloomstate.bloomwidth)
+       {
                R_HDR_RenderBloomTexture();
+               // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
+               r_textureframe++; // used only by R_GetCurrentTexture
+       }
 
        r_refdef.view.showdebug = true;
 
@@ -5441,7 +8304,6 @@ void R_RenderScene(void)
                        R_TimeReport("lightning");
        }
 
-       R_SetupGenericShader(true);
        VM_CL_AddPolygonsToMeshQueue();
 
        if (r_refdef.view.showdebug)
@@ -5468,13 +8330,10 @@ void R_RenderScene(void)
                }
        }
 
-       R_SetupGenericShader(true);
        R_MeshQueue_RenderTransparent();
        if (r_timereport_active)
                R_TimeReport("drawtrans");
 
-       R_SetupGenericShader(true);
-
        if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
        {
                r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
@@ -5485,8 +8344,6 @@ void R_RenderScene(void)
                        R_TimeReport("modeldebug");
        }
 
-       R_SetupGenericShader(true);
-
        if (cl.csqc_vidvars.drawworld)
        {
                R_Shadow_DrawCoronas();
@@ -5547,7 +8404,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(color4f, 0, 0);
        R_Mesh_ResetTextureState();
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
 }
 
@@ -5563,7 +8420,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                return;
 
        GL_CullFace(GL_NONE);
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        prog = 0;
        SV_VM_Begin();
@@ -5693,7 +8550,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
        GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
        GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
        memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
        R_Mesh_ColorPointer(color4f, 0, 0);
@@ -5983,7 +8840,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
 
 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
 {
-       int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+       int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
        char name[MAX_QPATH];
        skinframe_t *skinframe;
        unsigned char pixels[296*194];
@@ -6000,7 +8857,7 @@ void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
                f = FS_LoadFile(name, tempmempool, true, &filesize);
                if (f)
                {
-                       if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
+                       if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
                                skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
                        Mem_Free(f);
                }
@@ -6015,9 +8872,9 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        dp_model_t *model = ent->model;
        q3shaderinfo_layer_tcmod_t *tcmod;
 
-       if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
+       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
                return t->currentframe;
-       t->update_lastrenderframe = r_frame;
+       t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
        // switch to an alternate material if this is a q1bsp animated material
@@ -6128,9 +8985,33 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        if (t->currentskinframe->qpixels)
                R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
+       if (!t->basetexture)
+               t->basetexture = r_texture_notexture;
+       t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
+       t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
+       t->nmaptexture = t->currentskinframe->nmap;
+       if (!t->nmaptexture)
+               t->nmaptexture = r_texture_blanknormalmap;
        t->glosstexture = r_texture_black;
-       t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
-       t->backgroundglosstexture = r_texture_black;
+       t->glowtexture = t->currentskinframe->glow;
+       t->fogtexture = t->currentskinframe->fog;
+       t->reflectmasktexture = t->currentskinframe->reflect;
+       if (t->backgroundnumskinframes)
+       {
+               t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
+               t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
+               t->backgroundglosstexture = r_texture_black;
+               t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
+               if (!t->backgroundnmaptexture)
+                       t->backgroundnmaptexture = r_texture_blanknormalmap;
+       }
+       else
+       {
+               t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
+               t->backgroundnmaptexture = r_texture_blanknormalmap;
+               t->backgroundglosstexture = r_texture_black;
+               t->backgroundglowtexture = NULL;
+       }
        t->specularpower = r_shadow_glossexponent.value;
        // TODO: store reference values for these in the texture?
        t->specularscale = 0;
@@ -6162,7 +9043,17 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        if (gl_lightmaps.integer)
        {
                t->basetexture = r_texture_grey128;
+               t->pantstexture = r_texture_black;
+               t->shirttexture = r_texture_black;
+               t->nmaptexture = r_texture_blanknormalmap;
+               t->glosstexture = r_texture_black;
+               t->glowtexture = NULL;
+               t->fogtexture = NULL;
+               t->reflectmasktexture = NULL;
                t->backgroundbasetexture = NULL;
+               t->backgroundnmaptexture = r_texture_blanknormalmap;
+               t->backgroundglosstexture = r_texture_black;
+               t->backgroundglowtexture = NULL;
                t->specularscale = 0;
                t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
        }
@@ -6199,10 +9090,10 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                {
                        // fullbright is not affected by r_refdef.lightmapintensity
                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
-                       if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                       if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
                }
                else
                {
@@ -6223,22 +9114,22 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        // basic lit geometry
                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
                        // add pants/shirt if needed
-                       if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
-                       if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
                        // now add ambient passes if needed
                        if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
                        {
                                R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
-                               if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                               if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
                        }
                }
-               if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
+               if (t->glowtexture != NULL && !gl_lightmaps.integer)
+                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
                if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
                {
                        // if this is opaque use alpha blend which will darken the earlier
@@ -6252,7 +9143,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        // were darkened by fog already, and we should not add fog color
                        // (because the background was not darkened, there is no fog color
                        // that was lost behind it).
-                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &t->currenttexmatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
+                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
                }
        }
 
@@ -6300,7 +9191,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.inversematrix = identitymatrix;
        rsurface.matrixscale = 1;
        rsurface.inversematrixscale = 1;
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
        VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
        Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
        rsurface.fograngerecip = r_refdef.fograngerecip;
@@ -6382,7 +9273,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.inversematrix = ent->inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
        rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
-       R_Mesh_Matrix(&rsurface.matrix);
+       R_EntityMatrix(&rsurface.matrix);
        Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
        Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
        rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
@@ -6513,7 +9404,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.inversematrix = *inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
        rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
-       R_Mesh_Matrix(&rsurface.matrix);
+       R_EntityMatrix(&rsurface.matrix);
        Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
        Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
        rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
@@ -7080,15 +9971,12 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu
        int numtriangles;
        // TODO: lock all array ranges before render, rather than on each surface
        if (texturenumsurfaces == 1)
-       {
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-       }
        else if (r_batchmode.integer == 2)
        {
                #define MAXBATCHTRIANGLES 4096
                int batchtriangles = 0;
-               int batchelements[MAXBATCHTRIANGLES*3];
+               static int batchelements[MAXBATCHTRIANGLES*3];
                for (i = 0;i < texturenumsurfaces;i = j)
                {
                        surface = texturesurfacelist[i];
@@ -7128,7 +10016,6 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu
                        surface2 = texturesurfacelist[j-1];
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
-                       GL_LockArrays(surface->num_firstvertex, numvertices);
                        R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
@@ -7137,66 +10024,90 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu
                for (i = 0;i < texturenumsurfaces;i++)
                {
                        surface = texturesurfacelist[i];
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
 }
 
-static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
+static void RSurf_BindLightmapForSurface(const msurface_t *surface)
+{
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
+#endif
+               break;
+       case RENDERPATH_GL20:
+               if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
+               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               R_Mesh_TexBind(0, surface->lightmaptexture);
+               break;
+       }
+}
+
+static void RSurf_BindReflectionForSurface(const msurface_t *surface)
 {
-       int i, planeindex, vertexindex;
+       // pick the closest matching water plane and bind textures
+       int planeindex, vertexindex;
        float d, bestd;
        vec3_t vert;
        const float *v;
        r_waterstate_waterplane_t *p, *bestp;
+       bestd = 0;
+       bestp = NULL;
+       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       {
+               d = 0;
+               for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
+               {
+                       Matrix4x4_Transform(&rsurface.matrix, v, vert);
+                       d += fabs(PlaneDiff(vert, &p->plane));
+               }
+               if (bestd > d || !bestp)
+               {
+                       bestd = d;
+                       bestp = p;
+               }
+       }
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+               if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
+#endif
+               break;
+       case RENDERPATH_GL20:
+               if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
+               if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               break;
+       }
+}
+
+static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+{
+       int i;
        const msurface_t *surface;
        if (r_waterstate.renderingscene)
                return;
        for (i = 0;i < texturenumsurfaces;i++)
        {
                surface = texturesurfacelist[i];
-               if (lightmaptexunit >= 0)
-                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
-               if (deluxemaptexunit >= 0)
-                       R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
-               // pick the closest matching water plane
-               bestd = 0;
-               bestp = NULL;
-               for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
-               {
-                       d = 0;
-                       for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
-                       {
-                               Matrix4x4_Transform(&rsurface.matrix, v, vert);
-                               d += fabs(PlaneDiff(vert, &p->plane));
-                       }
-                       if (bestd > d || !bestp)
-                       {
-                               bestd = d;
-                               bestp = p;
-                       }
-               }
-               if (bestp)
-               {
-                       if (refractiontexunit >= 0)
-                               R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
-                       if (reflectiontexunit >= 0)
-                               R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
-               }
-               else
-               {
-                       if (refractiontexunit >= 0)
-                               R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
-                       if (reflectiontexunit >= 0)
-                               R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
-               }
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               RSurf_BindLightmapForSurface(surface);
+               RSurf_BindReflectionForSurface(surface);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
        }
 }
 
-static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        int i;
        int j;
@@ -7206,26 +10117,20 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
        int endvertex;
        int numvertices;
        int numtriangles;
-       // TODO: lock all array ranges before render, rather than on each surface
        if (texturenumsurfaces == 1)
        {
-               R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
-               if (deluxemaptexunit >= 0)
-                       R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               RSurf_BindLightmapForSurface(surface);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
        }
        else if (r_batchmode.integer == 2)
        {
-               #define MAXBATCHTRIANGLES 4096
+#define MAXBATCHTRIANGLES 4096
                int batchtriangles = 0;
-               int batchelements[MAXBATCHTRIANGLES*3];
+               static int batchelements[MAXBATCHTRIANGLES*3];
                for (i = 0;i < texturenumsurfaces;i = j)
                {
                        surface = texturesurfacelist[i];
-                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
-                       if (deluxemaptexunit >= 0)
-                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+                       RSurf_BindLightmapForSurface(surface);
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
@@ -7269,9 +10174,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
                for (i = 0;i < texturenumsurfaces;i = j)
                {
                        surface = texturesurfacelist[i];
-                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
-                       if (deluxemaptexunit >= 0)
-                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+                       RSurf_BindLightmapForSurface(surface);
                        for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
                                if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
                                        break;
@@ -7281,7 +10184,6 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
                        surface2 = texturesurfacelist[j-1];
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
-                       GL_LockArrays(surface->num_firstvertex, numvertices);
                        R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
 #if 0
@@ -7293,10 +10195,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
                for (i = 0;i < texturenumsurfaces;i++)
                {
                        surface = texturesurfacelist[i];
-                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
-                       if (deluxemaptexunit >= 0)
-                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       RSurf_BindLightmapForSurface(surface);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
@@ -7326,7 +10225,6 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        int k = (int)(((size_t)surface) / sizeof(msurface_t));
                        GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
@@ -7484,7 +10382,7 @@ static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
        R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
-       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
+       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
 }
 
 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -7651,7 +10549,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // transparent sky would be ridiculous
        if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                return;
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        skyrenderlater = true;
        RSurf_SetupDepthAndCulling();
        GL_DepthMask(true);
@@ -7668,7 +10566,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
-                       R_SetupDepthOrShadowShader();
+                       R_SetupShader_DepthOrShadow();
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
@@ -7677,7 +10575,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                }
                else
                {
-                       R_SetupGenericShader(false);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                }
@@ -7696,107 +10594,39 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
 {
        if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
                return;
-
-       R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
-       R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
-       R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
-       R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
-       if (rsurface.texture->backgroundcurrentskinframe)
-       {
-               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
-               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
-       }
-       if (rsurface.texture->colormapping)
-       {
-               R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
-               R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       }
-       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
-       if (r_shadow_usingdeferredprepass)
+       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+       if (prepass)
        {
-               R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture));
-               R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture));
+               // render screenspace normalmap to texture
+               GL_DepthMask(true);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
-       if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
-               R_Mesh_ColorPointer(NULL, 0, 0);
-       else
-               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-
-       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass)
+       else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
        {
-               // render background
-               GL_BlendFunc(GL_ONE, GL_ZERO);
+               // render water or distortion background, then blend surface on top
                GL_DepthMask(true);
-               GL_AlphaTest(false);
-
-               GL_Color(1, 1, 1, 1);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-
-               R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
-               if (r_glsl_permutation)
-               {
-                       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
-               }
-               GL_LockArrays(0, 0);
-
-               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+               RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
                GL_DepthMask(false);
-               if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
-                       R_Mesh_ColorPointer(NULL, 0, 0);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
                else
-                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-               R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
-               R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
-       }
-
-       R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
-       if (!r_glsl_permutation)
-               return;
-
-       RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-       if (!prepass)
-               R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-
-       if (r_glsl_permutation->loc_Texture_Refraction >= 0)
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_AlphaTest(false);
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
-               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // render surface normally
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass);
-       }
-
-       if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-       {
-               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
-               else
-                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
-       }
-       else
-       {
-               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
+               else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
                else
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
-       GL_LockArrays(0, 0);
 }
 
 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
@@ -7848,11 +10678,11 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
                        // single-pass lightmapped texture with 2x rgbscale
-                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                       R_Mesh_TexBind(0, r_texture_white);
                        R_Mesh_TexMatrix(0, NULL);
                        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                        R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-                       R_Mesh_TexBind(1, R_GetTexture(layer->texture));
+                       R_Mesh_TexBind(1, layer->texture);
                        R_Mesh_TexMatrix(1, &layer->texmatrix);
                        R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
                        R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
@@ -7865,7 +10695,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
                        // singletexture unlit texture with transparency support
-                       R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+                       R_Mesh_TexBind(0, layer->texture);
                        R_Mesh_TexMatrix(0, &layer->texmatrix);
                        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
                        R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
@@ -7877,7 +10707,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        // singletexture fogging
                        if (layer->texture)
                        {
-                               R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+                               R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
                                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
@@ -7912,7 +10742,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                default:
                        Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                }
-               GL_LockArrays(0, 0);
        }
        CHECKGLERROR
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -7954,7 +10783,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                        {
                                // two-pass lit texture with 2x rgbscale
                                // first the lightmap pass
-                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                               R_Mesh_TexBind(0, r_texture_white);
                                R_Mesh_TexMatrix(0, NULL);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                                R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
@@ -7964,10 +10793,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-                               GL_LockArrays(0, 0);
                                // then apply the texture to it
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                               R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+                               R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
@@ -7976,7 +10804,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                        else
                        {
                                // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
-                               R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+                               R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
@@ -7988,7 +10816,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
                        // singletexture unlit texture with transparency support
-                       R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+                       R_Mesh_TexBind(0, layer->texture);
                        R_Mesh_TexMatrix(0, &layer->texmatrix);
                        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                        R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
@@ -7998,7 +10826,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                        // singletexture fogging
                        if (layer->texture)
                        {
-                               R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+                               R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
@@ -8031,7 +10859,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                default:
                        Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                }
-               GL_LockArrays(0, 0);
        }
        CHECKGLERROR
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -8048,7 +10875,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const
        GL_AlphaTest(false);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        if(rsurface.texture && rsurface.texture->currentskinframe)
        {
@@ -8063,7 +10890,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const
                c[3] = 1;
        }
 
-       if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
+       if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
        {
                c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
                c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
@@ -8150,7 +10977,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3 && !prepass)
+       if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
        {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
@@ -8158,6 +10985,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
@@ -8174,7 +11002,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3 && !prepass)
+       if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
        {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
@@ -8182,6 +11010,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
@@ -8200,7 +11029,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        int texturenumsurfaces, endsurface;
        texture_t *texture;
        const msurface_t *surface;
-       const msurface_t *texturesurfacelist[1024];
+       const msurface_t *texturesurfacelist[256];
 
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
@@ -8214,6 +11043,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13:
@@ -8258,7 +11088,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_AlphaTest(false);
                                R_Mesh_ColorPointer(NULL, 0, 0);
                                R_Mesh_ResetTextureState();
-                               R_SetupDepthOrShadowShader();
+                               R_SetupShader_DepthOrShadow();
                        }
                        RSurf_SetupDepthAndCulling();
                        RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
@@ -8348,7 +11178,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                GL_AlphaTest(false);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -8362,7 +11192,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                GL_AlphaTest(false);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -8445,7 +11275,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                GL_AlphaTest(false);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -8459,7 +11289,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                GL_AlphaTest(false);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -8547,12 +11377,12 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
        GL_CullFace(GL_NONE);
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
 
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        i = surfacelist[0];
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
@@ -8603,7 +11433,6 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        tridecal_t *decal;
        tridecal_t *decals;
        int i;
-       int maxdecals;
 
        // expand or initialize the system
        if (decalsystem->maxdecals <= decalsystem->numdecals)
@@ -8630,7 +11459,6 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        }
 
        // grab a decal and search for another free slot for the next one
-       maxdecals = decalsystem->maxdecals;
        decals = decalsystem->decals;
        decal = decalsystem->decals + (i = decalsystem->freedecal++);
        for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
@@ -8687,13 +11515,11 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        const msurface_t *surfaces;
        const int *surfacelist;
        const texture_t *texture;
-       int numvertices;
        int numtriangles;
        int numsurfacelist;
        int surfacelistindex;
        int surfaceindex;
        int triangleindex;
-       int decalsurfaceindex;
        int cornerindex;
        int index;
        int numpoints;
@@ -8703,7 +11529,6 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        float localmins[3];
        float localmaxs[3];
        float localsize;
-       float ilocalsize;
        float v[9][3];
        float tc[9][2];
        float c[9][4];
@@ -8739,7 +11564,6 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
        VectorNormalize(localnormal);
        localsize = worldsize*rsurface.inversematrixscale;
-       ilocalsize = 1.0f / localsize;
        localmins[0] = localorigin[0] - localsize;
        localmins[1] = localorigin[1] - localsize;
        localmins[2] = localorigin[2] - localsize;
@@ -8800,16 +11624,15 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        {
                surfaceindex = surfacelist[surfacelistindex];
                surface = surfaces + surfaceindex;
+               // check cull box first because it rejects more than any other check
+               if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
+                       continue;
                // skip transparent surfaces
                texture = surface->texture;
                if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                        continue;
                if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
                        continue;
-               if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
-                       continue;
-               decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
-               numvertices = surface->num_vertices;
                numtriangles = surface->num_triangles;
                for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
                {
@@ -8919,7 +11742,6 @@ typedef struct r_decalsystem_splatqueue_s
 r_decalsystem_splatqueue_t;
 
 int r_decalsystem_numqueued = 0;
-#define MAX_DECALSYSTEM_QUEUE 1024
 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
 
 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
@@ -9025,7 +11847,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        decalsystem_t *decalsystem = &ent->decalsystem;
        int numdecals;
        tridecal_t *decal;
-       float fadedelay;
        float faderate;
        float alpha;
        float *v3f;
@@ -9059,7 +11880,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        decalsystem->lastupdatetime = cl.time;
        decal = decalsystem->decals;
 
-       fadedelay = cl_decals_time.value;
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
 
        // update vertex positions for animated models
@@ -9133,6 +11953,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                        switch(vid.renderpath)
                        {
                        case RENDERPATH_GL20:
+                       case RENDERPATH_CGGL:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL11:
                                for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
@@ -9153,18 +11974,14 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
                R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
                R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
-               R_SetupGenericShader(true);
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
                GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
                GL_DepthTest(true);
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-               R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
-               //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-               GL_LockArrays(0, numtris * 3);
+               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
-               GL_LockArrays(0, 0);
        }
 }
 
@@ -9208,7 +12025,6 @@ void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
-       const int *elements;
        q3mbrush_t *brush;
        const msurface_t *surface;
        dp_model_t *model = ent->model;
@@ -9218,7 +12034,7 @@ void R_DrawDebugModel(void)
 
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(false);
@@ -9277,7 +12093,6 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
                                        else
                                                GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
-                                       elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
                                        R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
                                        R_Mesh_ColorPointer(NULL, 0, 0);
                                        R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
@@ -9352,8 +12167,7 @@ int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
 {
-       int i, j, endj, f, flagsmask;
-       texture_t *t;
+       int i, j, endj, flagsmask;
        dp_model_t *model = r_refdef.scene.worldmodel;
        msurface_t *surfaces;
        unsigned char *update;
@@ -9399,8 +12213,6 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                return;
        }
 
-       f = 0;
-       t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
@@ -9413,11 +12225,20 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                        r_surfacelist[numsurfacelist++] = surfaces + j;
        }
        // update lightmaps if needed
-       if (update)
+       if (model->brushq1.firstrender)
+       {
+               model->brushq1.firstrender = false;
+               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
+                       if (update[j])
+                               R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
+       }
+       else if (update)
+       {
                for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
                        if (r_refdef.viewcache.world_surfacevisible[j])
                                if (update[j])
                                        R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
+       }
        // don't do anything if there were no surfaces
        if (!numsurfacelist)
        {
@@ -9440,8 +12261,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
 
 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
 {
-       int i, j, endj, f, flagsmask;
-       texture_t *t;
+       int i, j, endj, flagsmask;
        dp_model_t *model = ent->model;
        msurface_t *surfaces;
        unsigned char *update;
@@ -9473,6 +12293,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13:
@@ -9510,8 +12331,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                return;
        }
 
-       f = 0;
-       t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
@@ -9526,6 +12345,18 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                return;
        }
        // update lightmaps if needed
+       if (update)
+       {
+               int updated = 0;
+               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
+               {
+                       if (update[j])
+                       {
+                               updated++;
+                               R_BuildLightMap(ent, surfaces + j);
+                       }
+               }
+       }
        if (update)
                for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
                        if (update[j])