]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
removed some code scraps from previous patch
[xonotic/darkplaces.git] / gl_rmain.c
index da1bd813df1c7fb12b6f90f81dc3f5bf4dfe1110..59523f553f087df4506c7664f2afc2b845707f92 100644 (file)
@@ -78,20 +78,15 @@ cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shad
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
-cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
-cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
-cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"};
-cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"};
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
 
+cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
+cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
+cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
+cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
+cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
+
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
@@ -193,11 +188,6 @@ rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
 //rtexture_t *r_texture_fogintensity;
 
-// information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
-// currently selected permutation
-r_glsl_permutation_t *r_glsl_permutation;
-
 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
 
@@ -454,11 +444,15 @@ static const char *builtinshaderstring =
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
 "varying vec4 ModelViewProjectionPosition;\n"
 "//#else\n"
-"//# ifdef USEREFLECTION\n"
+"//# ifdef MODE_REFRACTION\n"
+"//varying vec4 ModelViewProjectionPosition;\n"
+"//# else\n"
+"//#  ifdef USEREFLECTION\n"
 "//varying vec4 ModelViewProjectionPosition;\n"
+"//#  endif\n"
 "//# endif\n"
 "//#endif\n"
 "\n"
@@ -521,7 +515,7 @@ static const char *builtinshaderstring =
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
 "#endif\n"
 "\n"
-"//#if defined(USEWATER) || defined(USEREFLECTION)\n"
+"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
 "//    ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
 "//    //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
 "//    //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
@@ -531,12 +525,14 @@ static const char *builtinshaderstring =
 "      // rendering\n"
 "      gl_Position = ftransform();\n"
 "\n"
-"#ifdef USEWATER\n"
+"#ifdef MODE_WATER\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
-"#else\n"
-"# ifdef USEREFLECTION\n"
+"#endif\n"
+"#ifdef MODE_REFRACTION\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
-"# endif\n"
 "#endif\n"
 "}\n"
 "\n"
@@ -571,18 +567,30 @@ static const char *builtinshaderstring =
 "uniform myhvec3 Color_Shirt;\n"
 "uniform myhvec3 FogColor;\n"
 "\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
 "uniform vec4 DistortScaleRefractReflect;\n"
 "uniform vec4 ScreenScaleRefractReflect;\n"
 "uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhvec3 RefractColor;\n"
-"uniform myhvec3 ReflectColor;\n"
+"uniform myhvec4 RefractColor;\n"
+"uniform myhvec4 ReflectColor;\n"
+"uniform myhalf ReflectFactor;\n"
+"uniform myhalf ReflectOffset;\n"
 "//#else\n"
-"//# ifdef USEREFLECTION\n"
+"//# ifdef MODE_REFRACTION\n"
 "//uniform vec4 DistortScaleRefractReflect;\n"
 "//uniform vec4 ScreenScaleRefractReflect;\n"
 "//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhvec3 ReflectColor;\n"
+"//uniform myhvec4 RefractColor;\n"
+"//#  ifdef USEREFLECTION\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//#  endif\n"
+"//# else\n"
+"//#  ifdef USEREFLECTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//#  endif\n"
 "//# endif\n"
 "//#endif\n"
 "\n"
@@ -644,8 +652,45 @@ static const char *builtinshaderstring =
 "      return TexCoord;\n"
 "#endif\n"
 "}\n"
+"#endif // USEOFFSETMAPPING\n"
+"\n"
+"#ifdef MODE_WATER\n"
+"\n"
+"// water pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
+"      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"}\n"
+"\n"
+"#else // MODE_WATER\n"
+"#ifdef MODE_REFRACTION\n"
+"\n"
+"// refraction pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+"      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
+"\n"
+"#else // MODE_REFRACTION\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -775,75 +820,159 @@ static const char *builtinshaderstring =
 "\n"
 "\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"# ifdef USEWATER\n"
-"      color.rgb *= color.a;\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEWATER\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0));\n"
-"      color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
-"# else\n"
-"#  ifdef USEREFLECTION\n"
+"#ifdef USEGLOW\n"
+"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+"#endif\n"
+"\n"
+"#ifndef MODE_LIGHTSOURCE\n"
+"# ifdef USEREFLECTION\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw));\n"
-"#  endif\n"
+"      color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
 "# endif\n"
 "#endif\n"
 "\n"
-"#ifdef USEGLOW\n"
-"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
-"#endif\n"
-"\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
 "      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
 "#endif\n"
 "\n"
 "#ifdef USECONTRASTBOOST\n"
-"      color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
-"#else\n"
-"      color.rgb *= SceneBrightness;\n"
+"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
 "#endif\n"
 "\n"
+"      color.rgb *= SceneBrightness;\n"
+"\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
+"#endif // MODE_REFRACTION\n"
+"#endif // MODE_WATER\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
 ;
 
+#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
+
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
-const char *permutationinfo[][2] =
+const char *shaderpermutationinfo[][2] =
 {
-       {"#define MODE_LIGHTMAP\n", " lightmap"},
-       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"#define USEWATER\n", " water"},
-       {"#define USEREFLECTION\n", " reflection"},
-       {"#define USEGLOW\n", " glow"},
-       {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
-       {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USECONTRASTBOOST\n", " contrastboost"},
-       {"#define USESPECULAR\n", " specular"},
+       {"#define USEFOG\n", " fog"},
        {"#define USECUBEFILTER\n", " cubefilter"},
+       {"#define USEGLOW\n", " glow"},
+       {"#define USEDIFFUSE\n", " diffuse"},
+       {"#define USESPECULAR\n", " specular"},
+       {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {NULL, NULL}
 };
 
-void R_GLSL_CompilePermutation(const char *filename, int permutation)
+// this enum is multiplied by SHADERPERMUTATION_MODEBASE
+typedef enum shadermode_e
+{
+       SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
+       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
+       SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+       SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
+       SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
+       SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
+       SHADERMODE_COUNT
+}
+shadermode_t;
+
+// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
+const char *shadermodeinfo[][2] =
+{
+       {"#define MODE_LIGHTMAP\n", " lightmap"},
+       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"#define MODE_REFRACTION\n", " refraction"},
+       {"#define MODE_WATER\n", " water"},
+       {NULL, NULL}
+};
+
+#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
+
+typedef struct r_glsl_permutation_s
+{
+       // indicates if we have tried compiling this permutation already
+       qboolean compiled;
+       // 0 if compilation failed
+       int program;
+       // locations of detected uniforms in program object, or -1 if not found
+       int loc_Texture_Normal;
+       int loc_Texture_Color;
+       int loc_Texture_Gloss;
+       int loc_Texture_Cube;
+       int loc_Texture_Attenuation;
+       int loc_Texture_FogMask;
+       int loc_Texture_Pants;
+       int loc_Texture_Shirt;
+       int loc_Texture_Lightmap;
+       int loc_Texture_Deluxemap;
+       int loc_Texture_Glow;
+       int loc_Texture_Refraction;
+       int loc_Texture_Reflection;
+       int loc_FogColor;
+       int loc_LightPosition;
+       int loc_EyePosition;
+       int loc_LightColor;
+       int loc_Color_Pants;
+       int loc_Color_Shirt;
+       int loc_FogRangeRecip;
+       int loc_AmbientScale;
+       int loc_DiffuseScale;
+       int loc_SpecularScale;
+       int loc_SpecularPower;
+       int loc_GlowScale;
+       int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
+       int loc_OffsetMapping_Scale;
+       int loc_AmbientColor;
+       int loc_DiffuseColor;
+       int loc_SpecularColor;
+       int loc_LightDir;
+       int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+       int loc_DistortScaleRefractReflect;
+       int loc_ScreenScaleRefractReflect;
+       int loc_ScreenCenterRefractReflect;
+       int loc_RefractColor;
+       int loc_ReflectColor;
+       int loc_ReflectFactor;
+       int loc_ReflectOffset;
+}
+r_glsl_permutation_t;
+
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
+// these are additional flags used only by R_GLSL_CompilePermutation
+#define SHADERTYPE_USES_VERTEXSHADER (1<<0)
+#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
+#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
+
+static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
 {
        int i;
        qboolean shaderfound;
-       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
+       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
        int vertstrings_count;
        int geomstrings_count;
        int fragstrings_count;
@@ -863,14 +992,19 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
        geomstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
-       for (i = 0;permutationinfo[i][0];i++)
+       i = permutation / SHADERPERMUTATION_MODEBASE;
+       vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
+       geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
+       fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
+       strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
+       for (i = 0;shaderpermutationinfo[i][0];i++)
        {
                if (permutation & (1<<i))
                {
-                       vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
-                       geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
-                       fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
-                       strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
+                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
+                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
+                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
+                       strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
                }
                else
                {
@@ -884,7 +1018,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
        shaderfound = false;
        if (shaderstring)
        {
-               Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
+               Con_DPrint("from disk... ");
                vertstrings_list[vertstrings_count++] = shaderstring;
                geomstrings_list[geomstrings_count++] = shaderstring;
                fragstrings_list[fragstrings_count++] = shaderstring;
@@ -892,18 +1026,17 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
        }
        else if (!strcmp(filename, "glsl/default.glsl"))
        {
-               Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
                vertstrings_list[vertstrings_count++] = builtinshaderstring;
                geomstrings_list[geomstrings_count++] = builtinshaderstring;
                fragstrings_list[fragstrings_count++] = builtinshaderstring;
                shaderfound = true;
        }
        // clear any lists that are not needed by this shader
-       if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+       if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
                vertstrings_count = 0;
-       if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+       if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
                geomstrings_count = 0;
-       if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+       if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
                fragstrings_count = 0;
        // compile the shader program
        if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
@@ -951,6 +1084,8 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
                p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
                p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
+               p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
+               p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
                if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
@@ -967,9 +1102,16 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
                CHECKGLERROR
                qglUseProgramObjectARB(0);CHECKGLERROR
+               if (developer.integer)
+                       Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
        }
        else
-               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
+       {
+               if (developer.integer)
+                       Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
+               else
+                       Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
+       }
        if (shaderstring)
                Mem_Free(shaderstring);
 }
@@ -977,7 +1119,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 void R_GLSL_Restart_f(void)
 {
        int i;
-       for (i = 0;i < SHADERPERMUTATION_MAX;i++)
+       for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
                if (r_glsl_permutations[i].program)
                        GL_Backend_FreeProgram(r_glsl_permutations[i].program);
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
@@ -996,8 +1138,10 @@ void R_GLSL_DumpShader_f(void)
 
        FS_Print(file, "// The engine may define the following macros:\n");
        FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
-       for (i = 0;permutationinfo[i][0];i++)
-               FS_Printf(file, "// %s", permutationinfo[i][0]);
+       for (i = 0;shadermodeinfo[i][0];i++)
+               FS_Printf(file, "// %s", shadermodeinfo[i][0]);
+       for (i = 0;shaderpermutationinfo[i][0];i++)
+               FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
        FS_Print(file, "\n");
        FS_Print(file, builtinshaderstring);
        FS_Close(file);
@@ -1008,7 +1152,7 @@ void R_GLSL_DumpShader_f(void)
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -1016,14 +1160,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        // fragment shader on features that are not being used
        const char *shaderfilename = NULL;
        unsigned int permutation = 0;
-       rtexture_t *nmap;
+       unsigned int shadertype = 0;
+       shadermode_t mode = 0;
        r_glsl_permutation = NULL;
+       shaderfilename = "glsl/default.glsl";
+       shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
        // TODO: implement geometry-shader based shadow volumes someday
-       if (rsurface.rtlight)
+       if (r_glsl_offsetmapping.integer)
+       {
+               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+               if (r_glsl_offsetmapping_reliefmapping.integer)
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+       }
+       if (rsurfacepass == RSURFPASS_BACKGROUND)
+       {
+               // distorted background
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       mode = SHADERMODE_WATER;
+               else
+                       mode = SHADERMODE_REFRACTION;
+       }
+       else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
                // light source
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
@@ -1034,25 +1194,15 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_glsl_offsetmapping.integer)
-               {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-               }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                // bright unshaded geometry
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
+               mode = SHADERMODE_LIGHTMAP;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
@@ -1067,17 +1217,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else if (modellighting)
        {
                // directional model lighting
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+               mode = SHADERMODE_LIGHTDIRECTION;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (specularscale > 0)
@@ -1086,45 +1232,35 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_glsl_offsetmapping.integer)
-               {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-               }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else
        {
                // lightmapped wall
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
                        if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR;
                }
                else if (r_glsl_deluxemapping.integer >= 2)
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR;
                }
                else
                {
                        // ordinary lightmapping
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
+                       mode = SHADERMODE_LIGHTMAP;
                }
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
@@ -1132,28 +1268,21 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_glsl_offsetmapping.integer)
-               {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-               }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
-       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+       permutation |= mode * SHADERPERMUTATION_MODEBASE;
+       if (!r_glsl_permutations[permutation].program)
        {
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
-                       R_GLSL_CompilePermutation(shaderfilename, permutation);
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+               if (!r_glsl_permutations[permutation].compiled)
+                       R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
+               if (!r_glsl_permutations[permutation].program)
                {
                        // remove features until we find a valid permutation
                        unsigned int i;
-                       for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
+                       for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
                        {
                                if (!i)
                                {
@@ -1165,20 +1294,18 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                                if (!(permutation & i))
                                        continue;
                                permutation &= ~i;
-                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
-                                       R_GLSL_CompilePermutation(shaderfilename, permutation);
-                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+                               if (!r_glsl_permutations[permutation].compiled)
+                                       R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
+                               if (r_glsl_permutations[permutation].program)
                                        break;
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
+       r_glsl_permutation = r_glsl_permutations + permutation;
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       if (mode == SHADERMODE_LIGHTSOURCE)
        {
-               if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
                if (permutation & SHADERPERMUTATION_DIFFUSE)
                {
@@ -1196,7 +1323,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
                }
        }
-       else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       else if (mode == SHADERMODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
@@ -1213,22 +1340,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
                if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
        }
-       nmap = rsurface.texture->currentskinframe->nmap;
-       if (gl_lightmaps.integer)
-               nmap = r_texture_blanknormalmap;
-       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
-       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
-       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
-       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
-       if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
-       if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-       //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
-       if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
-       if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
        if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
        if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
        {
@@ -1272,26 +1383,17 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
        if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
-       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
+       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
        if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
        if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value);
-       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value);
+       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
        CHECKGLERROR
        return permutation;
 }
 
-void R_SwitchSurfaceShader(int permutation)
-{
-       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
-       {
-               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
-               CHECKGLERROR
-               qglUseProgramObjectARB(r_glsl_permutation->program);
-               CHECKGLERROR
-       }
-}
-
 #define SKINFRAME_HASH 1024
 
 struct
@@ -1755,18 +1857,12 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
-       Cvar_RegisterVariable(&r_glsl_water);
-       Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier);
-       Cvar_RegisterVariable(&r_glsl_water_clippingplanebias);
-       Cvar_RegisterVariable(&r_glsl_water_refractcolor_r);
-       Cvar_RegisterVariable(&r_glsl_water_refractcolor_g);
-       Cvar_RegisterVariable(&r_glsl_water_refractcolor_b);
-       Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r);
-       Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g);
-       Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b);
-       Cvar_RegisterVariable(&r_glsl_water_refractdistort);
-       Cvar_RegisterVariable(&r_glsl_water_reflectdistort);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
+       Cvar_RegisterVariable(&r_water);
+       Cvar_RegisterVariable(&r_water_resolutionmultiplier);
+       Cvar_RegisterVariable(&r_water_clippingplanebias);
+       Cvar_RegisterVariable(&r_water_refractdistort);
+       Cvar_RegisterVariable(&r_water_reflectdistort);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
@@ -2297,9 +2393,9 @@ void R_SetupView(void)
        if (r_view.useclipplane)
        {
                // LordHavoc: couldn't figure out how to make this approach the
-               vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value;
+               vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
                vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
-               if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value)
+               if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
                        dist = r_view.clipplane.dist;
                GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
        }
@@ -2442,12 +2538,12 @@ static void R_Water_StartFrame(void)
 
        // set waterwidth and waterheight to the water resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
-       waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
+       waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
+       waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
-       if (!r_glsl_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+       if (!r_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
                texturewidth = textureheight = waterwidth = waterheight = 0;
        else if (gl_support_arb_texture_non_power_of_two)
        {
@@ -2506,6 +2602,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        r_waterstate_waterplane_t *p;
        // just use the first triangle with a valid normal for any decisions
        VectorClear(normal);
+       VectorClear(center);
        for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
        {
                Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
@@ -2554,7 +2651,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        // merge this surface's materialflags into the waterplane
        p->materialflags |= surface->texture->currentframe->currentmaterialflags;
        // merge this surface's PVS into the waterplane
-       if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
+       if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
        {
                r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
                p->pvsvalid = true;
@@ -2567,10 +2664,12 @@ static void R_Water_ProcessPlanes(void)
        int planeindex;
        r_waterstate_waterplane_t *p;
 
+       originalview = r_view;
+
        // make sure enough textures are allocated
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
-               if (p->materialflags & MATERIALFLAG_WATERSHADER)
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        if (!p->texture_refraction)
                                p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
@@ -2590,7 +2689,6 @@ static void R_Water_ProcessPlanes(void)
        // render views
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
-               originalview = r_view;
                r_view.showdebug = false;
                r_view.width = r_waterstate.waterwidth;
                r_view.height = r_waterstate.waterheight;
@@ -2599,7 +2697,7 @@ static void R_Water_ProcessPlanes(void)
 
                // render the normal view scene and copy into texture
                // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
-               if (p->materialflags & MATERIALFLAG_WATERSHADER)
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        r_view.clipplane = p->plane;
                        VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
@@ -2653,8 +2751,8 @@ static void R_Water_ProcessPlanes(void)
 error:
        r_view = originalview;
        r_waterstate.renderingscene = false;
-       Cvar_SetValueQuick(&r_glsl_water, 0);
-       Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_glsl_water.\n");
+       Cvar_SetValueQuick(&r_water, 0);
+       Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
        return;
 }
 
@@ -3826,10 +3924,15 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
        {
                t->currentalpha *= r_wateralpha.value;
+               /*
+                * FIXME what is this supposed to do?
                // if rendering refraction/reflection, disable transparency
                if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
                        t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
+               */
        }
+       if(!r_waterstate.enabled)
+               t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
@@ -3844,8 +3947,6 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
-       if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-               t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND);
 
        for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
        {
@@ -5231,64 +5332,124 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
 
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+               return;
+
        if (rsurface.mode != RSURFMODE_GLSL)
        {
                rsurface.mode = RSURFMODE_GLSL;
                R_Mesh_ResetTextureState();
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
-       if (!r_glsl_permutation)
-               return;
-
-       if (rsurface.lightmode == 2)
-               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       else
-               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-
-       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+       R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+       R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+       R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else if (rsurface.uselightmaptexture)
        {
                R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+               R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
        }
+       R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
+       R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+       R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+
+       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+       {
+               // render background
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+
+               R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+               if (r_glsl_permutation)
+               {
+                       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
+               }
+
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(false);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               }
+               else if (rsurface.uselightmaptexture)
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
+                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               }
+               else
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+               }
+               R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+               R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+       }
+
+       R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+       if (!r_glsl_permutation)
+               return;
+
+       if (rsurface.lightmode == 2)
+               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+       else
+               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+
+       if (r_glsl_permutation->loc_Texture_Refraction >= 0)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+       }
 
        if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12);
-               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12);
+               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
                else
                        RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
        }
        else
        {
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12);
-               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12);
+               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
                else
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
@@ -5309,6 +5470,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        if (rsurface.mode != RSURFMODE_MULTIPASS)
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                vec4_t layercolor;
@@ -5431,6 +5593,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        if (rsurface.mode != RSURFMODE_MULTIPASS)
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -5730,7 +5893,7 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf
        if (addwaterplanes)
        {
                for (i = 0;i < numsurfaces;i++)
-                       if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+                       if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
                                R_Water_AddWaterPlane(surfacelist[i]);
                return;
        }
@@ -6009,7 +6172,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        }
 
        R_UpdateAllTextureInfo(r_refdef.worldentity);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
 
        if (debug)
        {
@@ -6096,7 +6259,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        }
 
        R_UpdateAllTextureInfo(ent);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
 
        if (debug)
        {