]> 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 e170d3c3271a2231abf87c19c5e52e95bd90c51b..04b58483d06656df52ff864123951609a2c2525f 100644 (file)
@@ -112,6 +112,12 @@ cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the re
 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"};
@@ -211,6 +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;
@@ -477,7 +495,7 @@ static const char *builtinshaderstring =
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "#define USELIGHTMAP\n"
 "#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
@@ -804,6 +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"
@@ -854,7 +873,7 @@ static const char *builtinshaderstring =
 "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"
@@ -888,18 +907,14 @@ static const char *builtinshaderstring =
 "\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"
@@ -1281,11 +1296,13 @@ 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"
@@ -1339,10 +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"
@@ -1430,7 +1447,7 @@ static const char *builtinshaderstring =
 "      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
 "      VectorS = gl_MultiTexCoord1.xyz;\n"
 "      VectorT = gl_MultiTexCoord2.xyz;\n"
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
@@ -1468,6 +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"
@@ -1512,12 +1534,19 @@ 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"
@@ -1529,12 +1558,12 @@ static const char *builtinshaderstring =
 "      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"
@@ -1608,12 +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"
@@ -1625,7 +1654,7 @@ static const char *builtinshaderstring =
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"      color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -1717,7 +1746,7 @@ const char *builtincgshaderstring =
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "#define USELIGHTMAP\n"
 "#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
@@ -2426,8 +2455,10 @@ const char *builtincgshaderstring =
 "#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"
@@ -2457,8 +2488,10 @@ const char *builtincgshaderstring =
 "\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"
@@ -2565,10 +2598,10 @@ const char *builtincgshaderstring =
 "      // 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);\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);\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
 "#  endif\n"
 "#endif\n"
 "\n"
@@ -2666,7 +2699,7 @@ const char *builtincgshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "out float3 CubeVector : TEXCOORD3,\n"
 "#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\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"
@@ -2768,7 +2801,7 @@ const char *builtincgshaderstring =
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
 "float4 ModelViewPosition : TEXCOORD0,\n"
 "#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\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"
@@ -2852,6 +2885,11 @@ const char *builtincgshaderstring =
 "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"
@@ -2940,12 +2978,19 @@ const char *builtincgshaderstring =
 "      half3 diffusetex = color.rgb;\n"
 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
+"      half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
 "# else\n"
-"      half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\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"
@@ -2957,12 +3002,12 @@ const char *builtincgshaderstring =
 "      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);\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);\n"
+"      half specular = pow(half(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"
@@ -3051,12 +3096,12 @@ const char *builtincgshaderstring =
 "      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);\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);\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 * 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"
@@ -3068,7 +3113,7 @@ const char *builtincgshaderstring =
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -3121,6 +3166,9 @@ const char *builtincgshaderstring =
 "#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
+char *glslshaderstring = NULL;
+char *cgshaderstring = NULL;
+
 //=======================================================================================================================================================
 
 typedef struct shaderpermutationinfo_s
@@ -3168,8 +3216,9 @@ 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_COUNT = 26 ///< size of shaderpermutationinfo 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;
 
@@ -3202,6 +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
@@ -3251,7 +3301,7 @@ 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/shadow"},
+       {"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"},
@@ -3308,6 +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;
@@ -3357,6 +3409,7 @@ typedef struct r_glsl_permutation_s
        int loc_ModelViewProjectionMatrix;
        int loc_ModelViewMatrix;
        int loc_PixelToScreenTexCoord;
+       int loc_ModelToReflectCube;
 }
 r_glsl_permutation_t;
 
@@ -3399,6 +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)
        {
@@ -3406,11 +3473,6 @@ 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;
 }
 
@@ -3521,6 +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");
@@ -3570,6 +3634,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                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);
@@ -3599,6 +3664,8 @@ 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
                Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
        }
@@ -3655,6 +3722,7 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
        }
        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);
 }
 
 #ifdef SUPPORTCG
@@ -3711,6 +3779,8 @@ typedef struct r_cg_permutation_s
        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;
@@ -3755,6 +3825,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_ViewTintColor;
        CGparameter fp_ViewToLight;
        CGparameter fp_PixelToScreenTexCoord;
+       CGparameter fp_ModelToReflectCube;
 }
 r_cg_permutation_t;
 
@@ -3797,6 +3868,20 @@ 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)
        {
@@ -3804,14 +3889,14 @@ static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
                        Con_DPrintf("from disk %s... ", filename);
                return shaderstring;
        }
-       else if (!strcmp(filename, "cg/default.cg"))
-       {
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
-               memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
-       }
        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;
@@ -3826,6 +3911,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        const char *geomstrings_list[32+3];
        const char *fragstrings_list[32+3];
        char permutationname[256];
+       char cachename[256];
        CGprofile vertexProfile;
        CGprofile fragmentProfile;
 
@@ -3836,11 +3922,13 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        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)
@@ -3853,6 +3941,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        geomstrings_list[geomstrings_count++] = modeinfo->pretext;
        fragstrings_list[fragstrings_count++] = modeinfo->pretext;
        strlcat(permutationname, modeinfo->name, sizeof(permutationname));
+       strlcat(cachename, modeinfo->name, sizeof(cachename));
 
        // now add all the permutation pretexts
        for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
@@ -3863,6 +3952,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                        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
                {
@@ -3873,6 +3963,11 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                }
        }
 
+       // 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;
@@ -3918,130 +4013,117 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
        CHECKGLERROR
 
-       // compile the vertex program
-       if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL)))
+       // 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
-#if 0
-               cgCompileProgram(p->vprogram);CHECKCGERROR
-               if (!cgIsProgramCompiled(p->vprogram))
-               {
-                       CHECKCGERROR
-                       cgDestroyProgram(p->vprogram);CHECKCGERROR
-                       p->vprogram = 0;
-               }
-               else
-#endif
-               {
-                       cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
-                       // look up all the uniform variable names we care about, so we don't
-                       // have to look them up every time we set them
-                       CHECKCGERROR
-                       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
-               }
+               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
        }
-
-       // compile the fragment program
-       if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL)))
+       if (p->fprogram)
        {
-#if 0
-               cgCompileProgram(p->fprogram);CHECKCGERROR
-               if (!cgIsProgramCompiled(p->fprogram))
-               {
-                       CHECKCGERROR
-                       cgDestroyProgram(p->fprogram);CHECKCGERROR
-                       p->fprogram = 0;
-               }
-               else
-#endif
-               {
-                       cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
-                       CHECKCGERROR
-                       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_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");
-                       CHECKCGERROR
-               }
+               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]))
@@ -4129,6 +4211,7 @@ void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
        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)
@@ -4141,6 +4224,12 @@ void CG_BindTexture(CGparameter param, rtexture_t *tex)
 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:
@@ -4428,6 +4517,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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))
                {
@@ -4470,6 +4561,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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))
                {
@@ -4520,6 +4613,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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))
                {
@@ -4560,6 +4655,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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))
                {
@@ -4599,6 +4696,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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)
@@ -4673,6 +4772,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
        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);}
@@ -4770,6 +4870,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                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                            );
@@ -4794,6 +4896,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        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_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
@@ -4908,6 +5011,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                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
@@ -5095,6 +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;
                        }
                }
@@ -5231,7 +5337,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // 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);
+               basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
                if (basepixels == NULL)
                        return NULL;
        }
@@ -5251,6 +5357,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        if (ddsbase)
@@ -5309,18 +5416,19 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        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 && 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);
@@ -5341,7 +5449,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 
        // _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)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
+       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)
@@ -5349,7 +5457,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                Mem_Free(pixels);pixels = NULL;
        }
 
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
+       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)
@@ -5358,7 +5466,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                pixels = NULL;
        }
 
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
+       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)
@@ -5367,7 +5475,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                pixels = NULL;
        }
 
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
+       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)
@@ -5376,6 +5484,15 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                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;
+       }
+
        if (basepixels)
                Mem_Free(basepixels);
 
@@ -5406,6 +5523,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        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
@@ -5474,6 +5592,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        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
@@ -5594,6 +5713,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        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
@@ -5641,6 +5761,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        skinframe->avgcolor[0] = rand() / RAND_MAX;
@@ -5651,6 +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)
@@ -5714,6 +5965,7 @@ 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;
@@ -5777,9 +6029,11 @@ 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));
 
@@ -5820,6 +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));
@@ -5932,6 +6187,11 @@ void GL_Main_Init(void)
        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);
@@ -6429,6 +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);
@@ -6455,6 +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
@@ -7524,7 +7790,6 @@ static void R_BlendView(void)
                        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_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) 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]);
@@ -7540,7 +7805,6 @@ static void R_BlendView(void)
                        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_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);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
@@ -7775,6 +8039,7 @@ void R_RenderView(void)
 {
        if (r_timereport_active)
                R_TimeReport("start");
+       r_textureframe++; // used only by R_GetCurrentTexture
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 
        if (!r_drawentities.integer)
@@ -7834,7 +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;
 
@@ -7895,7 +8164,6 @@ extern qboolean r_shadow_usingdeferredprepass;
 void R_RenderScene(void)
 {
        r_refdef.stats.renders++;
-       r_textureframe++; // used only by R_GetCurrentTexture
 
        R_UpdateFogColor();
 
@@ -8589,7 +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);
                }
@@ -8727,6 +8995,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        t->glosstexture = 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;
@@ -8780,6 +9049,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                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;
@@ -10322,12 +10592,14 @@ extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+               return;
        RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
        if (prepass)
        {
                // render screenspace normalmap to texture
                GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
        else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
@@ -10337,14 +10609,17 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                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);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
-               RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
+               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
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
                // render surface normally
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
+               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))
@@ -10403,7 +10678,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
                        // single-pass lightmapped texture with 2x rgbscale
-                       //R_Mesh_TexBind(0, 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);
@@ -10508,7 +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_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);
@@ -10702,7 +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;
@@ -10727,7 +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;
@@ -11158,7 +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)
@@ -11185,7 +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++)
@@ -11242,13 +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;
@@ -11258,7 +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];
@@ -11294,7 +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;
@@ -11355,16 +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)
                {
@@ -11579,7 +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;
@@ -11613,7 +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
@@ -11759,7 +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;
@@ -11828,7 +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);
@@ -11903,8 +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;
@@ -11950,8 +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;
@@ -12000,8 +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;
@@ -12071,8 +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;