]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added RENDERPATH_GLES2
[xonotic/darkplaces.git] / gl_rmain.c
index 032ff51a58c641c0d1811597dd47b4e5321608ca..69b41d9eaa492c00e7fba9225ce0c24afd2a9778 100644 (file)
@@ -27,6 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "ft2.h"
 #include "csprogs.h"
 #include "cl_video.h"
+#include "dpsoftrast.h"
 
 #ifdef SUPPORTD3D
 #include <d3d9.h>
@@ -92,6 +93,11 @@ cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "
 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
+
+cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
+cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
+#define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
+
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
@@ -143,12 +149,17 @@ cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1",
 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
 
 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_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -160,13 +171,13 @@ cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright t
 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
 
 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
-cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -176,15 +187,18 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
-cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
-cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
-cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
+cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
+cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
 
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
+cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
-cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 
 extern cvar_t v_glslgamma;
 
@@ -497,8 +511,8 @@ static void R_BuildFogTexture(void)
        }
        else
        {
-               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
-               //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
+               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
+               //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
        }
 }
 
@@ -583,14 +597,10 @@ 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) || defined(USEREFLECTCUBE)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
-"# extension GL_ARB_texture_rectangle : enable\n"
-"#endif\n"
-"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef GL_EXT_gpu_shader4\n"
 "#   extension GL_EXT_gpu_shader4 : enable\n"
@@ -604,10 +614,6 @@ static const char *builtinshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# extension GL_EXT_gpu_shader4 : enable\n"
-"#endif\n"
-"\n"
 "//#ifdef USESHADOWSAMPLER\n"
 "//# extension GL_ARB_shadow : enable\n"
 "//#endif\n"
@@ -751,8 +757,16 @@ static const char *builtinshaderstring =
 "#ifdef USESATURATION\n"
 "      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
 "      float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
-"      //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
-"      gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
+"      // 'vampire sight' effect, wheres red is compensated\n"
+"      #ifdef SATURATION_REDCOMPENSATE\n"
+"              float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
+"              gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
+"              gl_FragColor.r += rboost;\n"
+"      #else\n"
+"              // normal desaturation\n"
+"              //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
+"              gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
+"      #endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
@@ -798,7 +812,11 @@ static const char *builtinshaderstring =
 "\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USEVIEWTINT\n"
 "      gl_FragColor = gl_Color;\n"
+"#else\n"
+"      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
+"#endif\n"
 "#ifdef USEDIFFUSE\n"
 "      gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
 "#endif\n"
@@ -895,7 +913,7 @@ static const char *builtinshaderstring =
 "      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"      gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_REFRACTION\n"
@@ -935,6 +953,10 @@ static const char *builtinshaderstring =
 "uniform vec4 ReflectColor;\n"
 "uniform float ReflectFactor;\n"
 "uniform float ReflectOffset;\n"
+"uniform float ClientTime;\n"
+"#ifdef USENORMALMAPSCROLLBLEND\n"
+"uniform vec2 NormalmapScrollBlend;\n"
+"#endif\n"
 "\n"
 "void main(void)\n"
 "{\n"
@@ -942,24 +964,31 @@ static const char *builtinshaderstring =
 "      //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"
+"      // slight water animation via 2 layer scrolling (todo: tweak)\n"
+"      #ifdef USENORMALMAPSCROLLBLEND\n"
+"              vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+"              normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
+"      #else\n"
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      #endif\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
 "      // content.\n"
 "      // Remove this 'ack once we have a better way to stop this thing from\n"
 "      // 'appening.\n"
-"      float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      float f  = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
+"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
+"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
+"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
 "      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      f  = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
+"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
+"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
+"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
 "      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-"      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"      gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_WATER\n"
@@ -1129,15 +1158,14 @@ static const char *builtinshaderstring =
 "      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
 "      return RT.xy;\n"
 "#else\n"
-"      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
 "      // this basically moves forward the full distance, and then backs up based\n"
 "      // on height of samples\n"
 "      //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
 "      //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
 "      vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
 "      TexCoord += OffsetVector;\n"
-"      OffsetVector *= 0.333;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      OffsetVector *= 0.5;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      return TexCoord;\n"
@@ -1152,14 +1180,6 @@ static const char *builtinshaderstring =
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
-"#ifdef USESHADOWMAPRECT\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
-"# else\n"
-"uniform sampler2DRect Texture_ShadowMapRect;\n"
-"# endif\n"
-"#endif\n"
-"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
@@ -1172,20 +1192,12 @@ static const char *builtinshaderstring =
 "uniform samplerCube Texture_CubeProjection;\n"
 "#endif\n"
 "\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
-"# else\n"
-"uniform samplerCube Texture_ShadowMapCube;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
+"#if defined(USESHADOWMAP2D)\n"
 "uniform vec2 ShadowMap_TextureScale;\n"
 "uniform vec4 ShadowMap_Parameters;\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAP2D)\n"
 "# ifdef USESHADOWMAPORTHO\n"
 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
 "# else\n"
@@ -1210,63 +1222,7 @@ static const char *builtinshaderstring =
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
-"\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"vec4 GetShadowMapTCCube(vec3 dir)\n"
-"{\n"
-"      vec3 adir = abs(dir);\n"
-"      return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
-"}\n"
-"#endif\n"
-"\n"
-"# ifdef USESHADOWMAPRECT\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-"      float f;\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
-"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"#    else\n"
-"      f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
-"#    endif\n"
-"\n"
-"#  else\n"
-"\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      else\n"
-"#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
-"      vec2 offset = fract(shadowmaptc.xy);\n"
-"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"#      endif\n"
-"#    else\n"
-"      f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
-"#    endif\n"
-"\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
+"#endif // defined(USESHADOWMAP2D)\n"
 "\n"
 "# ifdef USESHADOWMAP2D\n"
 "float ShadowMapCompare(vec3 dir)\n"
@@ -1355,21 +1311,6 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "}\n"
 "# endif\n"
-"\n"
-"# ifdef USESHADOWMAPCUBE\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-"      // apply depth texture cubemap as light filter\n"
-"      vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
-"      float f;\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"      f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
-"#  else\n"
-"      f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
-"#  endif\n"
-"      return f;\n"
-"}\n"
-"# endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
@@ -1496,7 +1437,7 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAP2D)\n"
 "      fade *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "\n"
@@ -1710,7 +1651,7 @@ static const char *builtinshaderstring =
 "#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAP2D)\n"
 "      color.rgb *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "# ifdef USECUBEFILTER\n"
@@ -1738,6 +1679,7 @@ static const char *builtinshaderstring =
 "      lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
 "      lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
 "      lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
+"      lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
 "      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
 "      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
 "      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
@@ -1759,6 +1701,15 @@ static const char *builtinshaderstring =
 "\n"
 "\n"
 "\n"
+"#ifdef MODE_FAKELIGHT\n"
+"#define SHADING\n"
+"myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
+"myhalf3 lightcolor = myhalf3(1.0);\n"
+"#endif // MODE_FAKELIGHT\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_LIGHTMAP\n"
 "      color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
 "#endif // MODE_LIGHTMAP\n"
@@ -1891,7 +1842,7 @@ 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) || defined(USEREFLECTCUBE)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
@@ -1927,10 +1878,10 @@ const char *builtincgshaderstring =
 "out float4 gl_FragColor : COLOR\n"
 ")\n"
 "{\n"
-"//    float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
-"      float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
+"//    float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
+"      float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
 "      temp.yz -= floor(temp.yz);\n"
-"      gl_FragColor = float4(temp,0);\n"
+"      gl_FragColor = temp;\n"
 "//    gl_FragColor = float4(Depth,0,0,0);\n"
 "}\n"
 "#endif\n"
@@ -2071,8 +2022,16 @@ const char *builtincgshaderstring =
 "#ifdef USESATURATION\n"
 "      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
 "      float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
-"      //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
-"      gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
+"      // 'vampire sight' effect, wheres red is compensated\n"
+"      #ifdef SATURATION_REDCOMPENSATE\n"
+"              float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
+"              gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
+"              gl_FragColor.r += r;\n"
+"      #else\n"
+"              // normal desaturation\n"
+"              //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
+"              gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
+"      #endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
@@ -2097,9 +2056,13 @@ const char *builtincgshaderstring =
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
 "out float4 gl_Position : POSITION,\n"
-"out float4 gl_FrontColor : COLOR,\n"
+"#ifdef USEDIFFUSE\n"
 "out float2 TexCoord1 : TEXCOORD0,\n"
-"out float2 TexCoord2 : TEXCOORD1\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"out float2 TexCoord2 : TEXCOORD1,\n"
+"#endif\n"
+"out float4 gl_FrontColor : COLOR\n"
 ")\n"
 "{\n"
 "#ifdef HLSL\n"
@@ -2133,7 +2096,11 @@ const char *builtincgshaderstring =
 "out float4 gl_FragColor : COLOR\n"
 ")\n"
 "{\n"
+"#ifdef USEVIEWTINT\n"
 "      gl_FragColor = gl_FrontColor;\n"
+"#else\n"
+"      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
+"#endif\n"
 "#ifdef USEDIFFUSE\n"
 "      gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
 "#endif\n"
@@ -2236,7 +2203,7 @@ const char *builtincgshaderstring =
 "      float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
 "      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
+"      float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
 "      // content.\n"
@@ -2247,7 +2214,7 @@ const char *builtincgshaderstring =
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"      gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_REFRACTION\n"
@@ -2307,7 +2274,7 @@ const char *builtincgshaderstring =
 "      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
 "      // content.\n"
@@ -2318,13 +2285,13 @@ const char *builtincgshaderstring =
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      f  = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-"      gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"      gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_WATER\n"
@@ -2402,7 +2369,7 @@ const char *builtincgshaderstring =
 "#endif // USEOFFSETMAPPING\n"
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAP2D)\n"
 "# ifdef USESHADOWMAPORTHO\n"
 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
 "# else\n"
@@ -2431,71 +2398,7 @@ const char *builtincgshaderstring =
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
-"\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
-"{\n"
-"      float3 adir = abs(dir);\n"
-"      return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
-"}\n"
-"#endif\n"
-"\n"
-"# ifdef USESHADOWMAPRECT\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
-"#else\n"
-"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
-"#endif\n"
-"{\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
-"#endif\n"
-"      float f;\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
-"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"#    else\n"
-"      f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
-"#    endif\n"
-"\n"
-"#  else\n"
-"\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
-"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"#      else\n"
-"#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
-"      float2 offset = frac(shadowmaptc.xy);\n"
-"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
-"#      endif\n"
-"#    else\n"
-"      f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
-"#    endif\n"
-"\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
+"#endif // defined(USESHADOWMAP2D)\n"
 "\n"
 "# ifdef USESHADOWMAP2D\n"
 "#ifdef USESHADOWMAPVSDCT\n"
@@ -2592,21 +2495,6 @@ const char *builtincgshaderstring =
 "#  endif\n"
 "}\n"
 "# endif\n"
-"\n"
-"# ifdef USESHADOWMAPCUBE\n"
-"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
-"{\n"
-"      // apply depth texture cubemap as light filter\n"
-"      float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
-"      float f;\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"      f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
-"#  else\n"
-"      f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
-"#  endif\n"
-"      return f;\n"
-"}\n"
-"# endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
@@ -2635,14 +2523,16 @@ const char *builtincgshaderstring =
 "uniform float3 EyePosition : register(c24),\n"
 "#endif\n"
 "out float4 gl_Position : POSITION,\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
 "out float4 gl_FrontColor : COLOR,\n"
+"#endif\n"
 "out float4 TexCoordBoth : TEXCOORD0,\n"
 "#ifdef USEOFFSETMAPPING\n"
 "out float3 EyeVector : TEXCOORD2,\n"
 "#endif\n"
 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
+"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
 ")\n"
 "{\n"
 "      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
@@ -2665,8 +2555,9 @@ const char *builtincgshaderstring =
 "\n"
 "      VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
 "      VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-"      VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
+"      VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"      VectorR.w = gl_Position.z;\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
@@ -2677,7 +2568,7 @@ const char *builtincgshaderstring =
 "float3 EyeVector : TEXCOORD2,\n"
 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
+"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
 "uniform sampler Texture_Normal : register(s0),\n"
 "#ifdef USEALPHAKILL\n"
 "uniform sampler Texture_Color : register(s1),\n"
@@ -2691,7 +2582,12 @@ const char *builtincgshaderstring =
 "uniform float OffsetMapping_Scale : register(c24),\n"
 "#endif\n"
 "uniform half SpecularPower : register(c36),\n"
+"#ifdef HLSL\n"
+"out float4 gl_FragData0 : COLOR0,\n"
+"out float4 gl_FragData1 : COLOR1\n"
+"#else\n"
 "out float4 gl_FragColor : COLOR\n"
+"#endif\n"
 ")\n"
 "{\n"
 "      float2 TexCoord = TexCoordBoth.xy;\n"
@@ -2721,7 +2617,16 @@ const char *builtincgshaderstring =
 "      float a = tex2D(Texture_Gloss, TexCoord).a;\n"
 "#endif\n"
 "\n"
+"#ifdef HLSL\n"
+"      gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
+"      float Depth = VectorR.w / 256.0;\n"
+"      float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
+"//    float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
+"      depthcolor.yz -= floor(depthcolor.yz);\n"
+"      gl_FragData1 = depthcolor;\n"
+"#else\n"
 "      gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
+"#endif\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
@@ -2772,19 +2677,11 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_Cube : register(s10),\n"
 "#endif\n"
 "\n"
-"#ifdef USESHADOWMAPRECT\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
-"# else\n"
-"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
-"# endif\n"
-"#endif\n"
-"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler Texture_ShadowMap2D : register(s15),\n"
 "# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler Texture_ShadowMap2D : register(s15),\n"
 "# endif\n"
 "#endif\n"
 "\n"
@@ -2792,15 +2689,7 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
 "#endif\n"
 "\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
-"# else\n"
-"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
+"#if defined(USESHADOWMAP2D)\n"
 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
 "uniform float4 ShadowMap_Parameters : register(c34),\n"
 "#endif\n"
@@ -2813,7 +2702,11 @@ const char *builtincgshaderstring =
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
 "      //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
 "      float3 position;\n"
+"#ifdef HLSL\n"
+"      position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
+"#else\n"
 "      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
+"#endif\n"
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
 "      // decode viewspace pixel normal\n"
 "      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
@@ -2833,29 +2726,19 @@ 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 * normalmap.a);\n"
+"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
 "#  else\n"
 "      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
-"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
+"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
 "#  endif\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
-"      fade *= ShadowMapCompare(CubeVector,\n"
-"# if defined(USESHADOWMAP2D)\n"
-"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"# endif\n"
-"# if defined(USESHADOWMAPRECT)\n"
-"Texture_ShadowMapRect, ShadowMap_Parameters\n"
-"# endif\n"
-"# if defined(USESHADOWMAPCUBE)\n"
-"Texture_ShadowMapCube, ShadowMap_Parameters\n"
-"# endif\n"
-"\n"
+"#if defined(USESHADOWMAP2D)\n"
+"      fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
 "#ifdef USESHADOWMAPVSDCT\n"
 ", Texture_CubeProjection\n"
 "#endif\n"
-"      );\n"
+"      ));\n"
 "#endif\n"
 "\n"
 "#ifdef USEDIFFUSE\n"
@@ -2916,8 +2799,9 @@ const char *builtincgshaderstring =
 "#ifdef USESHADOWMAPORTHO\n"
 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
 "#endif\n"
-"\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
 "out float4 gl_FrontColor : COLOR,\n"
+"#endif\n"
 "out float4 TexCoordBoth : TEXCOORD0,\n"
 "#ifdef USELIGHTMAP\n"
 "out float2 TexCoordLightmap : TEXCOORD1,\n"
@@ -2931,7 +2815,7 @@ const char *builtincgshaderstring =
 "#ifdef USEFOG\n"
 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
 "#endif\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
 "out float3 LightVector : TEXCOORD1,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
@@ -3104,6 +2988,8 @@ const char *builtincgshaderstring =
 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
 "#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform sampler Texture_ScreenDepth : register(s13),\n"
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
 "#endif\n"
@@ -3161,19 +3047,11 @@ const char *builtincgshaderstring =
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
-"#ifdef USESHADOWMAPRECT\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
-"# else\n"
-"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
-"# endif\n"
-"#endif\n"
-"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler Texture_ShadowMap2D : register(s15),\n"
 "# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler Texture_ShadowMap2D : register(s15),\n"
 "# endif\n"
 "#endif\n"
 "\n"
@@ -3181,15 +3059,7 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
 "#endif\n"
 "\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
-"# else\n"
-"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
+"#if defined(USESHADOWMAP2D)\n"
 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
 "uniform float4 ShadowMap_Parameters : register(c34),\n"
 "#endif\n"
@@ -3274,18 +3144,8 @@ const char *builtincgshaderstring =
 "#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
-"      color.rgb *= half(ShadowMapCompare(CubeVector,\n"
-"# if defined(USESHADOWMAP2D)\n"
-"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"# endif\n"
-"# if defined(USESHADOWMAPRECT)\n"
-"Texture_ShadowMapRect, ShadowMap_Parameters\n"
-"# endif\n"
-"# if defined(USESHADOWMAPCUBE)\n"
-"Texture_ShadowMapCube, ShadowMap_Parameters\n"
-"# endif\n"
-"\n"
+"#if defined(USESHADOWMAP2D)\n"
+"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
 "#ifdef USESHADOWMAPVSDCT\n"
 ", Texture_CubeProjection\n"
 "#endif\n"
@@ -3298,21 +3158,24 @@ const char *builtincgshaderstring =
 "\n"
 "#ifdef USESHADOWMAP2D\n"
 "#ifdef USESHADOWMAPVSDCT\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
+"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
 "#else\n"
 "//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
+"#endif\n"
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
 "//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
 "//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
+"//    color.r = half(shadowmaptc.z);\n"
 "//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
 "//    color.r = half(shadowmaptc.z);\n"
-"#endif\n"
 "//    color.r = 1;\n"
+"//    color.rgb = abs(CubeVector);\n"
 "#endif\n"
 "//    color.rgb = half3(1,1,1);\n"
 "#endif // MODE_LIGHTSOURCE\n"
@@ -3358,6 +3221,15 @@ const char *builtincgshaderstring =
 "\n"
 "\n"
 "\n"
+"#ifdef MODE_FAKELIGHT\n"
+"#define SHADING\n"
+"half3 lightnormal = half3(normalize(EyeVector));\n"
+"half3 lightcolor = half3(1.0,1.0,1.0);\n"
+"#endif // MODE_FAKELIGHT\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "#ifdef MODE_LIGHTMAP\n"
 "      color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
 "#endif // MODE_LIGHTMAP\n"
@@ -3391,20 +3263,15 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
-"# if defined(USESHADOWMAP2D)\n"
-"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"# endif\n"
-"# if defined(USESHADOWMAPRECT)\n"
-"Texture_ShadowMapRect, ShadowMap_Parameters\n"
-"# endif\n"
-"      );\n"
+"      color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
 "      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
+"//    color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
+"//    color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -3453,6 +3320,36 @@ const char *builtincgshaderstring =
 "#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
+/*
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+*/
+
+const char *builtingles2shaderstring = ""; // FIXME GLES2
+
 char *glslshaderstring = NULL;
 char *cgshaderstring = NULL;
 char *hlslshaderstring = NULL;
@@ -3476,42 +3373,6 @@ typedef struct shadermodeinfo_s
 }
 shadermodeinfo_t;
 
-typedef enum shaderpermutation_e
-{
-       SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
-       SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
-       SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
-       SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
-       SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
-       SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
-       SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
-       SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
-       SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
-       SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
-       SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
-       SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
-       SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
-}
-shaderpermutation_t;
-
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 {
@@ -3529,12 +3390,9 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEBLOOM\n", " bloom"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USEPOSTPROCESSING\n", " postprocessing"},
-       {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
-       {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
-       {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
        {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
        {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
@@ -3544,30 +3402,9 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
        {"#define USEREFLECTCUBE\n", " reflectcube"},
+       {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
 };
 
-/// this enum is multiplied by SHADERPERMUTATION_MODEBASE
-typedef enum shadermode_e
-{
-       SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
-       SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
-       SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
-       SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
-       SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
-       SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
-       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
-       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp 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_SHOWDEPTH, ///< (debugging) renders depth as color
-       SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
-       SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
-       SHADERMODE_COUNT
-}
-shadermode_t;
-
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
@@ -3577,6 +3414,7 @@ shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
@@ -3593,10 +3431,11 @@ shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
@@ -3609,15 +3448,15 @@ shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
 };
 #endif
 
-#ifdef SUPPORTD3D
 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
+       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
@@ -3628,7 +3467,26 @@ shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
-#endif
+
+shadermodeinfo_t gles2shadermodeinfo[SHADERMODE_COUNT] =
+{
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"gles2/default.glsl", NULL, NULL                , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_WATER\n", " water"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+};
 
 struct r_glsl_permutation_s;
 typedef struct r_glsl_permutation_s
@@ -3642,6 +3500,36 @@ typedef struct r_glsl_permutation_s
        qboolean compiled;
        /// 0 if compilation failed
        int program;
+       // texture units assigned to each detected uniform
+       int tex_Texture_First;
+       int tex_Texture_Second;
+       int tex_Texture_GammaRamps;
+       int tex_Texture_Normal;
+       int tex_Texture_Color;
+       int tex_Texture_Gloss;
+       int tex_Texture_Glow;
+       int tex_Texture_SecondaryNormal;
+       int tex_Texture_SecondaryColor;
+       int tex_Texture_SecondaryGloss;
+       int tex_Texture_SecondaryGlow;
+       int tex_Texture_Pants;
+       int tex_Texture_Shirt;
+       int tex_Texture_FogHeightTexture;
+       int tex_Texture_FogMask;
+       int tex_Texture_Lightmap;
+       int tex_Texture_Deluxemap;
+       int tex_Texture_Attenuation;
+       int tex_Texture_Cube;
+       int tex_Texture_Refraction;
+       int tex_Texture_Reflection;
+       int tex_Texture_ShadowMap2D;
+       int tex_Texture_CubeProjection;
+       int tex_Texture_ScreenDepth;
+       int tex_Texture_ScreenNormalMap;
+       int tex_Texture_ScreenDiffuse;
+       int tex_Texture_ScreenSpecular;
+       int tex_Texture_ReflectMask;
+       int tex_Texture_ReflectCube;
        /// locations of detected uniforms in program object, or -1 if not found
        int loc_Texture_First;
        int loc_Texture_Second;
@@ -3664,8 +3552,6 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Cube;
        int loc_Texture_Refraction;
        int loc_Texture_Reflection;
-       int loc_Texture_ShadowMapRect;
-       int loc_Texture_ShadowMapCube;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
        int loc_Texture_ScreenDepth;
@@ -3726,15 +3612,78 @@ typedef struct r_glsl_permutation_s
        int loc_ModelToReflectCube;
        int loc_ShadowMapMatrix;
        int loc_BloomColorSubtract;
+       int loc_NormalmapScrollBlend;
 }
 r_glsl_permutation_t;
 
 #define SHADERPERMUTATION_HASHSIZE 256
 
-/// information about each possible shader permutation
-r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_glsl_permutation_t *r_glsl_permutation;
+
+// non-degradable "lightweight" shader parameters to keep the permutations simpler
+// these can NOT degrade! only use for simple stuff
+enum
+{
+       SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
+       SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+       SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5  ///< postprocess uservec4 is enabled
+};
+#define SHADERSTATICPARMS_COUNT 6
+
+static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
+static int shaderstaticparms_count = 0;
+
+static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
+#define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
+qboolean R_CompileShader_CheckStaticParms(void)
+{
+       static int r_compileshader_staticparms_save[1];
+       memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
+       memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
+
+       // detect all
+       if (r_glsl_saturation_redcompensate.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
+       if (r_shadow_glossexact.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
+       if (r_glsl_postprocess.integer)
+       {
+               if (r_glsl_postprocess_uservec1_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
+               if (r_glsl_postprocess_uservec2_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
+               if (r_glsl_postprocess_uservec3_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
+               if (r_glsl_postprocess_uservec4_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
+       }
+       return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
+}
+
+#define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
+       if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
+               shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
+       else \
+               shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
+void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+{
+       shaderstaticparms_count = 0;
+
+       // emit all
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
+}
+
+/// information about each possible shader permutation
+r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
+/// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
 /// storage for permutations linked in the hash table
 memexpandablearray_t r_glsl_permutationarray;
 
@@ -3782,6 +3731,20 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
                memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
                return shaderstring;
        }
+       if (!strcmp(filename, "gles2/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 *)builtingles2shaderstring;
+               }
+               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)
        {
@@ -3795,15 +3758,16 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
 {
        int i;
-       shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
+       int sampler;
+       shadermodeinfo_t *modeinfo = vid.renderpath == RENDERPATH_GLES2 ? gles2shadermodeinfo + mode : glslshadermodeinfo + mode;
+       char *vertexstring, *geometrystring, *fragmentstring;
+       char permutationname[256];
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       char *vertexstring, *geometrystring, *fragmentstring;
-       const char *vertstrings_list[32+3];
-       const char *geomstrings_list[32+3];
-       const char *fragstrings_list[32+3];
-       char permutationname[256];
+       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -3848,6 +3812,15 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                }
        }
 
+       // add static parms
+       R_CompileShader_AddStaticParms(mode, permutation);
+       memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       vertstrings_count += shaderstaticparms_count;
+       memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       geomstrings_count += shaderstaticparms_count;
+       memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       fragstrings_count += shaderstaticparms_count;
+
        // now append the shader text itself
        vertstrings_list[vertstrings_count++] = vertexstring;
        geomstrings_list[geomstrings_count++] = geometrystring;
@@ -3867,127 +3840,167 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        if (p->program)
        {
                CHECKGLERROR
-               qglUseProgramObjectARB(p->program);CHECKGLERROR
+               qglUseProgram(p->program);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
 
-               p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
-               p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
-               p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
-               p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
-               p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
-               p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
-               p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
-               p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
-               p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
-               p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
-               p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
-               p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
-               p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
-               p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
-               p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
-               p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
-               p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
-               p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
-               p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
-               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
-               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
-               p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
-               p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
-               p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
-               p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
-               p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
-               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");
-               p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
-               p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
-               p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
-               p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
-               p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
-               p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
-               p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
-               p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
-               p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
-               p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
-               p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
-               p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
-               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
-               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
-               p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
-               p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
-               p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
-               p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
-               p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
-               p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
-               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
-               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
-               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
-               p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
-               p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
-               p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
-               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
-               p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
-               p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
-               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
-               p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
-               p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
-               p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
-               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
-               p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
-               p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
-               p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
-               p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
-               p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
-               p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
-               p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
-               p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
-               p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
-               p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
-               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
-               p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
-               p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
-               p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
-               p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
+               p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
+               p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
+               p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
+               p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
+               p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
+               p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
+               p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
+               p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
+               p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
+               p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
+               p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
+               p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
+               p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
+               p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
+               p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
+               p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
+               p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
+               p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
+               p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
+               p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
+               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
+               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
+               p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
+               p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
+               p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
+               p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
+               p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
+               p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
+               p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
+               p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
+               p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
+               p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
+               p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
+               p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
+               p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
+               p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
+               p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
+               p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
+               p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
+               p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
+               p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
+               p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
+               p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
+               p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
+               p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
+               p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
+               p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
+               p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
+               p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
+               p->loc_OffsetMapping_Scale        = qglGetUniformLocation(p->program, "OffsetMapping_Scale");
+               p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
+               p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
+               p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
+               p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
+               p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
+               p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
+               p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
+               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
+               p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
+               p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
+               p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
+               p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
+               p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
+               p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
+               p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
+               p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
+               p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
+               p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
+               p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
+               p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
+               p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
+               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
+               p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
+               p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
+               p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
+               p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
+               p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
                // 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);
-               if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
-               if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
-               if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
-               if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
-               if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
-               if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
-               if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
-               if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
-               if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
-               if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
-               if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
-               if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
-               if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
-               if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
-               if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
-               if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
-               if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
-               if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
-               if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
-               if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
-               if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
-               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
-               if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
-               if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
-               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);
+               p->tex_Texture_First = -1;
+               p->tex_Texture_Second = -1;
+               p->tex_Texture_GammaRamps = -1;
+               p->tex_Texture_Normal = -1;
+               p->tex_Texture_Color = -1;
+               p->tex_Texture_Gloss = -1;
+               p->tex_Texture_Glow = -1;
+               p->tex_Texture_SecondaryNormal = -1;
+               p->tex_Texture_SecondaryColor = -1;
+               p->tex_Texture_SecondaryGloss = -1;
+               p->tex_Texture_SecondaryGlow = -1;
+               p->tex_Texture_Pants = -1;
+               p->tex_Texture_Shirt = -1;
+               p->tex_Texture_FogHeightTexture = -1;
+               p->tex_Texture_FogMask = -1;
+               p->tex_Texture_Lightmap = -1;
+               p->tex_Texture_Deluxemap = -1;
+               p->tex_Texture_Attenuation = -1;
+               p->tex_Texture_Cube = -1;
+               p->tex_Texture_Refraction = -1;
+               p->tex_Texture_Reflection = -1;
+               p->tex_Texture_ShadowMap2D = -1;
+               p->tex_Texture_CubeProjection = -1;
+               p->tex_Texture_ScreenDepth = -1;
+               p->tex_Texture_ScreenNormalMap = -1;
+               p->tex_Texture_ScreenDiffuse = -1;
+               p->tex_Texture_ScreenSpecular = -1;
+               p->tex_Texture_ReflectMask = -1;
+               p->tex_Texture_ReflectCube = -1;
+               sampler = 0;
+               if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
+               if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
+               if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
+               if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
+               if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
+               if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
+               if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
+               if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
+               if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
+               if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
+               if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
+               if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
+               if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
+               if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
+               if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
+               if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
+               if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
+               if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
+               if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
+               if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
+               if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
+               if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
+               if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
+               if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
+               if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
+               if (vid.renderpath == RENDERPATH_GLES2)
+               {
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_POSITION , "Attrib_Position" );
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_COLOR    , "Attrib_Color"    );
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD0, "Attrib_TexCoord0");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD1, "Attrib_TexCoord1");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD2, "Attrib_TexCoord2");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD3, "Attrib_TexCoord3");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD4, "Attrib_TexCoord4");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD5, "Attrib_TexCoord5");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD6, "Attrib_TexCoord6");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+               }
                CHECKGLERROR
-               Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
+               Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
        }
        else
                Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
@@ -4032,17 +4045,17 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
                                {
                                        //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
-                                       qglUseProgramObjectARB(0);CHECKGLERROR
+                                       qglUseProgram(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
                                }
                        }
                }
                CHECKGLERROR
-               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+               qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
        }
-       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);
+       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
 }
 
 #ifdef SUPPORTCG
@@ -4093,8 +4106,6 @@ typedef struct r_cg_permutation_s
        CGparameter fp_Texture_Cube;
        CGparameter fp_Texture_Refraction;
        CGparameter fp_Texture_Reflection;
-       CGparameter fp_Texture_ShadowMapRect;
-       CGparameter fp_Texture_ShadowMapCube;
        CGparameter fp_Texture_ShadowMap2D;
        CGparameter fp_Texture_CubeProjection;
        CGparameter fp_Texture_ScreenDepth;
@@ -4149,6 +4160,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_PixelToScreenTexCoord;
        CGparameter fp_ModelToReflectCube;
        CGparameter fp_BloomColorSubtract;
+       CGparameter fp_NormalmapScrollBlend;
 }
 r_cg_permutation_t;
 
@@ -4224,19 +4236,22 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
 {
        int i;
        shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
-       int vertstrings_count = 0, vertstring_length = 0;
-       int geomstrings_count = 0, geomstring_length = 0;
-       int fragstrings_count = 0, fragstring_length = 0;
+       int vertstring_length = 0;
+       int geomstring_length = 0;
+       int fragstring_length = 0;
        char *t;
        char *vertexstring, *geometrystring, *fragmentstring;
        char *vertstring, *geomstring, *fragstring;
-       const char *vertstrings_list[32+3];
-       const char *geomstrings_list[32+3];
-       const char *fragstrings_list[32+3];
        char permutationname[256];
        char cachename[256];
        CGprofile vertexProfile;
        CGprofile fragmentProfile;
+       int vertstrings_count = 0;
+       int geomstrings_count = 0;
+       int fragstrings_count = 0;
+       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -4286,6 +4301,15 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                }
        }
 
+       // add static parms
+       R_CompileShader_AddStaticParms(mode, permutation);
+       memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       vertstrings_count += shaderstaticparms_count;
+       memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       geomstrings_count += shaderstaticparms_count;
+       memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       fragstrings_count += shaderstaticparms_count;
+
        // replace spaces in the cachename with _ characters
        for (i = 0;cachename[i];i++)
                if (cachename[i] == ' ')
@@ -4393,8 +4417,6 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                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");
@@ -4449,6 +4471,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
                p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
                p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
+               p->fp_NormalmapScrollBlend       = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
                CHECKCGERROR
        }
 
@@ -4634,7 +4657,8 @@ typedef enum D3DPSREGISTER_e
        D3DPSREGISTER_BloomColorSubtract = 43,
        D3DPSREGISTER_ViewToLight = 44, // float4x4
        D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
-       // next at 52
+       D3DPSREGISTER_NormalmapScrollBlend = 52,
+       // next at 53
 }
 D3DPSREGISTER_t;
 
@@ -4700,10 +4724,8 @@ static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
 }
 
 #include <d3dx9.h>
-#include <d3dx9mesh.h>
-#ifdef _MSC_VER
-#pragma comment(lib, "d3dx9.lib")
-#endif
+//#include <d3dx9shader.h>
+//#include <d3dx9mesh.h>
 
 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
 {
@@ -4723,57 +4745,118 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
        int psresult = 0;
        char temp[MAX_INPUTLINE];
        const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
+       qboolean debugshader = gl_paranoid.integer != 0;
        if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
        if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
-       vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
-       psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
+       if (!debugshader)
+       {
+               vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
+               psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
+       }
        if ((!vsbin && vertstring) || (!psbin && fragstring))
        {
-               vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
-               psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
-               if (vertstring && vertstring[0])
-               {
-                       vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
-                       if (vsbuffer)
-                       {
-                               vsbinsize = vsbuffer->GetBufferSize();
-                               vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
-                               memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
-                               vsbuffer->Release();
-                       }
-                       if (vslog)
-                       {
-                               strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
-                               Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
-                               vslog->Release();
-                       }
-               }
-               if (fragstring && fragstring[0])
-               {
-                       psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
-                       if (psbuffer)
+               const char* dllnames_d3dx9 [] =
+               {
+                       "d3dx9_43.dll",
+                       "d3dx9_42.dll",
+                       "d3dx9_41.dll",
+                       "d3dx9_40.dll",
+                       "d3dx9_39.dll",
+                       "d3dx9_38.dll",
+                       "d3dx9_37.dll",
+                       "d3dx9_36.dll",
+                       "d3dx9_35.dll",
+                       "d3dx9_34.dll",
+                       "d3dx9_33.dll",
+                       "d3dx9_32.dll",
+                       "d3dx9_31.dll",
+                       "d3dx9_30.dll",
+                       "d3dx9_29.dll",
+                       "d3dx9_28.dll",
+                       "d3dx9_27.dll",
+                       "d3dx9_26.dll",
+                       "d3dx9_25.dll",
+                       "d3dx9_24.dll",
+                       NULL
+               };
+               dllhandle_t d3dx9_dll = NULL;
+               HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
+               HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
+               HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
+               dllfunction_t d3dx9_dllfuncs[] =
+               {
+                       {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
+                       {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
+                       {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
+                       {NULL, NULL}
+               };
+               if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
+               {
+                       DWORD shaderflags = 0;
+                       if (debugshader)
+                               shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
+                       vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
+                       psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
+                       if (vertstring && vertstring[0])
                        {
-                               psbinsize = psbuffer->GetBufferSize();
-                               psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
-                               memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
-                               psbuffer->Release();
+                               if (debugshader)
+                               {
+//                                     vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
+//                                     FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
+                                       FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
+                                       vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
+                               }
+                               else
+                                       vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
+                               if (vsbuffer)
+                               {
+                                       vsbinsize = vsbuffer->GetBufferSize();
+                                       vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
+                                       memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
+                                       vsbuffer->Release();
+                               }
+                               if (vslog)
+                               {
+                                       strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
+                                       Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
+                                       vslog->Release();
+                               }
                        }
-                       if (pslog)
+                       if (fragstring && fragstring[0])
                        {
-                               strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
-                               Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
-                               pslog->Release();
+                               if (debugshader)
+                               {
+//                                     psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
+//                                     FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
+                                       FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
+                                       psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
+                               }
+                               else
+                                       psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
+                               if (psbuffer)
+                               {
+                                       psbinsize = psbuffer->GetBufferSize();
+                                       psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
+                                       memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
+                                       psbuffer->Release();
+                               }
+                               if (pslog)
+                               {
+                                       strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
+                                       Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
+                                       pslog->Release();
+                               }
                        }
+                       Sys_UnloadLibrary(&d3dx9_dll);
                }
+               else
+                       Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
        }
-       if (vsbin)
+       if (vsbin && psbin)
        {
                vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
                if (FAILED(vsresult))
                        Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
-       }
-       if (psbin)
-       {
                psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
                if (FAILED(psresult))
                        Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
@@ -4787,17 +4870,20 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
 {
        int i;
        shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
-       int vertstrings_count = 0, vertstring_length = 0;
-       int geomstrings_count = 0, geomstring_length = 0;
-       int fragstrings_count = 0, fragstring_length = 0;
+       int vertstring_length = 0;
+       int geomstring_length = 0;
+       int fragstring_length = 0;
        char *t;
        char *vertexstring, *geometrystring, *fragmentstring;
        char *vertstring, *geomstring, *fragstring;
-       const char *vertstrings_list[32+3];
-       const char *geomstrings_list[32+3];
-       const char *fragstrings_list[32+3];
        char permutationname[256];
        char cachename[256];
+       int vertstrings_count = 0;
+       int geomstrings_count = 0;
+       int fragstrings_count = 0;
+       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -4815,6 +4901,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
        strlcat(cachename, "hlsl/", sizeof(cachename));
 
        // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
+       vertstrings_count = 0;
+       geomstrings_count = 0;
+       fragstrings_count = 0;
        vertstrings_list[vertstrings_count++] = "#define HLSL\n";
        geomstrings_list[geomstrings_count++] = "#define HLSL\n";
        fragstrings_list[fragstrings_count++] = "#define HLSL\n";
@@ -4852,6 +4941,15 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
                }
        }
 
+       // add static parms
+       R_CompileShader_AddStaticParms(mode, permutation);
+       memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       vertstrings_count += shaderstaticparms_count;
+       memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       geomstrings_count += shaderstaticparms_count;
+       memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       fragstrings_count += shaderstaticparms_count;
+
        // replace spaces in the cachename with _ characters
        for (i = 0;cachename[i];i++)
                if (cachename[i] == ' ')
@@ -4972,10 +5070,18 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
 }
 #endif
 
+void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+{
+       DPSOFTRAST_SetShader(mode, permutation);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
+}
+
 void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
-       if (glslshaderstring && glslshaderstring != builtinshaderstring)
+       if (glslshaderstring && glslshaderstring != builtinshaderstring && glslshaderstring != builtingles2shaderstring)
                Mem_Free(glslshaderstring);
        glslshaderstring = NULL;
        if (cgshaderstring && cgshaderstring != builtincgshaderstring)
@@ -5018,6 +5124,7 @@ void R_GLSL_Restart_f(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                {
                        r_glsl_permutation_t *p;
                        r_glsl_permutation = NULL;
@@ -5061,6 +5168,8 @@ void R_GLSL_Restart_f(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -5086,6 +5195,23 @@ void R_GLSL_DumpShader_f(void)
        else
                Con_Printf("failed to write to glsl/default.glsl\n");
 
+       file = FS_OpenRealFile("gles2/default.glsl", "w", false);
+       if (file)
+       {
+               FS_Print(file, "/* The engine may define the following macros:\n");
+               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+               for (i = 0;i < SHADERMODE_COUNT;i++)
+                       FS_Print(file, glslshadermodeinfo[i].pretext);
+               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                       FS_Print(file, shaderpermutationinfo[i].pretext);
+               FS_Print(file, "*/\n");
+               FS_Print(file, builtingles2shaderstring);
+               FS_Close(file);
+               Con_Printf("gles2/default.glsl written\n");
+       }
+       else
+               Con_Printf("failed to write to glsl/default.glsl\n");
+
 #ifdef SUPPORTCG
        file = FS_OpenRealFile("cg/default.cg", "w", false);
        if (file)
@@ -5105,7 +5231,6 @@ void R_GLSL_DumpShader_f(void)
                Con_Printf("failed to write to cg/default.cg\n");
 #endif
 
-#ifdef SUPPORTD3D
        file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
        if (file)
        {
@@ -5122,7 +5247,6 @@ void R_GLSL_DumpShader_f(void)
        }
        else
                Con_Printf("failed to write to hlsl/default.hlsl\n");
-#endif
 }
 
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
@@ -5133,7 +5257,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
                R_Mesh_TexBind(GL20TU_FIRST , first );
                R_Mesh_TexBind(GL20TU_SECOND, second);
 #endif
@@ -5145,14 +5269,15 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
-               R_Mesh_TexBind(GL20TU_FIRST , first );
-               R_Mesh_TexBind(GL20TU_SECOND, second);
+       case RENDERPATH_GLES2:
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
+               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
                CHECKCGERROR
-               R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
                if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
 #endif
@@ -5167,6 +5292,11 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        case RENDERPATH_GL11:
                R_Mesh_TexBind(0, first );
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_Mesh_TexBind(GL20TU_FIRST , first );
+               R_Mesh_TexBind(GL20TU_SECOND, second);
+               break;
        }
 }
 
@@ -5186,6 +5316,7 @@ void R_SetupShader_DepthOrShadow(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
                break;
        case RENDERPATH_CGGL:
@@ -5200,6 +5331,9 @@ void R_SetupShader_DepthOrShadow(void)
        case RENDERPATH_GL11:
                R_Mesh_TexBind(0, 0);
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               break;
        }
 }
 
@@ -5219,6 +5353,7 @@ void R_SetupShader_ShowDepth(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
                break;
        case RENDERPATH_CGGL:
@@ -5230,6 +5365,9 @@ void R_SetupShader_ShowDepth(void)
                break;
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
+               break;
        }
 }
 
@@ -5238,8 +5376,6 @@ extern cvar_t r_shadow_deferred_8bitrange;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
-extern qboolean r_shadow_usingshadowmaprect;
-extern qboolean r_shadow_usingshadowmapcube;
 extern qboolean r_shadow_usingshadowmap2d;
 extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
@@ -5247,9 +5383,7 @@ extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern qboolean r_shadow_shadowmapsampler;
 extern int r_shadow_shadowmappcf;
-extern rtexture_t *r_shadow_shadowmaprectangletexture;
 extern rtexture_t *r_shadow_shadowmap2dtexture;
-extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
@@ -5258,9 +5392,9 @@ extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
+extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
-extern cvar_t gl_mesh_separatearrays;
 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
 {
        // a blendfunc allows colormod if:
@@ -5373,17 +5507,37 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                // distorted background
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+               {
                        mode = SHADERMODE_WATER;
+                       if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
+                               permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
+                       if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
+                       {
+                               // this is the right thing to do for wateralpha
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+                       }
+                       else
+                       {
+                               // this is the right thing to do for entity alpha
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                               allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       }
+               }
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
+               {
                        mode = SHADERMODE_REFRACTION;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               }
                else
                {
                        mode = SHADERMODE_GENERIC;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
                }
                GL_AlphaTest(false);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
        }
        else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
        {
@@ -5438,24 +5592,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (diffusescale > 0)
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
-               {
                        permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-                       if (r_shadow_glossexact.integer)
-                               permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-               }
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
-               {
-                       if (r_shadow_usingshadowmaprect)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
-                       if (r_shadow_usingshadowmap2d)
-                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
-                       if (r_shadow_usingshadowmapcube)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
-                       else if(r_shadow_shadowmapvsdct)
+               if (r_shadow_usingshadowmap2d)
+               {
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
                        if (r_shadow_shadowmapsampler)
@@ -5500,10 +5645,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       if (r_shadow_usingshadowmaprect)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
-                       if (r_shadow_usingshadowmap2d)
-                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5543,11 +5685,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
-               {
                        permutation |= SHADERPERMUTATION_SPECULAR;
-                       if (r_shadow_glossexact.integer)
-                               permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-               }
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
@@ -5555,10 +5693,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       if (r_shadow_usingshadowmaprect)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
-                       if (r_shadow_usingshadowmap2d)
-                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5605,10 +5740,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       if (r_shadow_usingshadowmaprect)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
-                       if (r_shadow_usingshadowmap2d)
-                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5654,10 +5786,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       if (r_shadow_usingshadowmaprect)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
-                       if (r_shadow_usingshadowmap2d)
-                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5672,7 +5801,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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)
+               if (FAKELIGHT_ENABLED)
+               {
+                       // fake lightmapping (q1bsp, q3bsp, fullbright map)
+                       mode = SHADERMODE_FAKELIGHT;
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+               }
+               else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
                        if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
@@ -5681,23 +5818,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
-                       {
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-                               if (r_shadow_glossexact.integer)
-                                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-                       }
                }
-               else if (r_glsl_deluxemapping.integer >= 2)
+               else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
                        mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
-                       {
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-                               if (r_shadow_glossexact.integer)
-                                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-                       }
                }
                else if (rsurface.uselightmaptexture)
                {
@@ -5730,7 +5859,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                else
                {
-                       if (mode == SHADERMODE_LIGHTDIRECTION)                                   
+                       if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
                                hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -5751,7 +5880,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 
                        // additive passes are only darkened by fog, not tinted
                        hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
-                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                }
                else
                {
@@ -5785,16 +5914,18 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        hlslPSSetParameter4f(D3DPSREGISTER_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);
                        hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
                        hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-                       hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
-                       hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
+                       hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
                        hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
                        hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
-                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       if (mode == SHADERMODE_WATER)
+                               hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
                }
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-               hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
+               hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
                hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
                if (rsurface.texture->pantstexture)
                        hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
@@ -5845,7 +5976,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -5861,7 +5992,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GLES2:
+               if (!vid.useinterleavedarrays)
                {
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
                        R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
@@ -5869,7 +6001,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                        R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
                }
                else
@@ -5878,144 +6010,142 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
                }
                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 (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
-                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
-                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
-                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
-                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
        
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+                               qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                }
                else
                {
                        if (mode == SHADERMODE_FLATCOLOR)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
                        }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
-                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
                        else
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
                        {
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                                else
-                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
                        }
-                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
-                       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
-                       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-                       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
-                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
-                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
-                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
-               }
-               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-
-               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
-               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(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) qglUniform4f(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) qglUniform4f(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) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
                if (r_glsl_permutation->loc_Color_Pants >= 0)
                {
                        if (rsurface.texture->pantstexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
                }
                if (r_glsl_permutation->loc_Color_Shirt >= 0)
                {
                        if (rsurface.texture->shirttexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
-               }
-               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
-               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
-               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
-               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
-       //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
-       //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
-       //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
-               if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
-               if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
-               if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
-               if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
-               if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
-               if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
-               if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
-               if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
-               if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
-               if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
-               if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
-               if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
-               if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
-               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          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
-               if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
-               if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+               }
+               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
+               if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
+               if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
+               if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
+               if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
+               if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
+               if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
+               if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
+               if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
+               if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
+               if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
+               if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
+               if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
+               if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
+               if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
+               if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
+               if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+               if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+               if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
                if (rsurfacepass == RSURFPASS_BACKGROUND)
                {
-                       if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
-                       else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
-                       if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
                else
                {
-                       if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
-//             if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
-               if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
-               if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
+               if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
+               if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
+               if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
-                       if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
+                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
                        if (rsurface.rtlight)
                        {
-                               if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
-                               if (r_shadow_usingshadowmapcube)
-                                       if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-                               if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                               if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
+                               if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
                CHECKGLERROR
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
-               if (gl_mesh_separatearrays.integer)
+               if (!vid.useinterleavedarrays)
                {
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
                        R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
@@ -6023,7 +6153,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                        R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
                }
                else
@@ -6062,7 +6192,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 
                        // additive passes are only darkened by fog, not tinted
                        if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
                }
                else
                {
@@ -6100,16 +6230,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
                        if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
                        if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
-                       if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
+                       if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4f(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4f(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
                        if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
                        if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
+                       if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
                }
                if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
                if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
                if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
-               if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
+               if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
                if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
                if (r_cg_permutation->fp_Color_Pants)
                {
@@ -6172,12 +6303,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
                        if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
                        if (rsurface.rtlight)
                        {
                                if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
-                               if (r_shadow_usingshadowmapcube)
-                                       if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
                                if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
                        }
                }
@@ -6188,6 +6316,135 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+               R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
+               R_SetupShader_SetPermutationSoft(mode, permutation);
+               {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
+               if (mode == SHADERMODE_LIGHTSOURCE)
+               {
+                       {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+       
+                       // additive passes are only darkened by fog, not tinted
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               }
+               else
+               {
+                       if (mode == SHADERMODE_FLATCOLOR)
+                       {
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+                       }
+                       else if (mode == SHADERMODE_LIGHTDIRECTION)
+                       {
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                       }
+                       else
+                       {
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                       }
+                       // additive passes are only darkened by fog, not tinted
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                       else
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+               if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
+               {
+                       if (rsurface.texture->pantstexture)
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                       else
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
+               }
+               if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
+               {
+                       if (rsurface.texture->shirttexture)
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                       else
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
+               }
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
+               R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
+               R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
+               R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
+               if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
+               R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+               R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+               if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
+               if (rsurfacepass == RSURFPASS_BACKGROUND)
+               {
+                       R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+                       if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+                       R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+               }
+               else
+               {
+                       if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+               }
+//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
+//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
+               if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
+               {
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       if (rsurface.rtlight)
+                       {
+                               if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                               if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                       }
+               }
+               break;
        }
 }
 
@@ -6217,20 +6474,11 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        if (diffusescale > 0)
                permutation |= SHADERPERMUTATION_DIFFUSE;
        if (specularscale > 0)
-       {
                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-               if (r_shadow_glossexact.integer)
-                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-       }
-       if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
+       if (r_shadow_usingshadowmap2d)
        {
-               if (r_shadow_usingshadowmaprect)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
-               if (r_shadow_usingshadowmap2d)
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
-               if (r_shadow_usingshadowmapcube)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
-               else if(r_shadow_shadowmapvsdct)
+               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+               if (r_shadow_shadowmapvsdct)
                        permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
                if (r_shadow_shadowmapsampler)
@@ -6256,18 +6504,15 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+               hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
+               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
-               if (r_shadow_usingshadowmapcube)
-                       R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
 #endif
                break;
@@ -6278,27 +6523,25 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
-               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
-               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
-               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
-               if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
-               if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
-               if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
-               if (r_shadow_usingshadowmapcube)
-                       if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-               if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
-               if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
+               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
+               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
+
+               if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
+               if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
+               if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
+               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
+               if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
@@ -6310,7 +6553,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
                if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
                if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+               if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
                if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
                if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
 
@@ -6318,9 +6561,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
-               if (r_shadow_usingshadowmapcube)
-                       if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
 #endif
@@ -6328,6 +6568,26 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationGLSL(mode, permutation);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
+               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
+               R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
+               R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
+               R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
+               break;
        }
 }
 
@@ -6796,7 +7056,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                Con_Printf("loading quake skin \"%s\"\n", name);
 
        // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
-       skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
+       skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
        memcpy(skinframe->qpixels, skindata, width*height);
        skinframe->qwidth = width;
        skinframe->qheight = height;
@@ -6968,7 +7228,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
 {
-       char *suffix;
+       const char *suffix;
        qboolean flipx, flipy, flipdiagonal;
 }
 suffixinfo_t;
@@ -7161,7 +7421,7 @@ void gl_main_start(void)
        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_loaddds = r_texture_dds_load.integer != 0;
        r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
 
        switch(vid.renderpath)
@@ -7171,6 +7431,7 @@ void gl_main_start(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 1);
@@ -7194,6 +7455,14 @@ void gl_main_start(void)
                r_loadgloss = false;
                r_loadfog = true;
                break;
+       case RENDERPATH_GLES2:
+               Cvar_SetValueQuick(&r_textureunits, 1);
+               Cvar_SetValueQuick(&gl_combine, 1);
+               Cvar_SetValueQuick(&r_glsl, 1);
+               r_loadnormalmap = true;
+               r_loadgloss = false;
+               r_loadfog = false;
+               break;
        }
 
        R_AnimCache_Free();
@@ -7271,6 +7540,11 @@ void gl_main_shutdown(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
+       case RENDERPATH_GLES2:
+               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 
        r_numqueries = 0;
@@ -7303,6 +7577,23 @@ void gl_main_shutdown(void)
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
        R_GLSL_Restart_f();
+
+       r_glsl_permutation = NULL;
+       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
+       glslshaderstring = NULL;
+#ifdef SUPPORTCG
+       r_cg_permutation = NULL;
+       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_cg_permutationarray);
+       cgshaderstring = NULL;
+#endif
+#ifdef SUPPORTD3D
+       r_hlsl_permutation = NULL;
+       memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
+       hlslshaderstring = NULL;
+#endif
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
@@ -7391,6 +7682,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fullbrights);
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
+       Cvar_RegisterVariable(&r_fakelight);
+       Cvar_RegisterVariable(&r_fakelight_intensity);
        Cvar_RegisterVariable(&r_fullbright);
        Cvar_RegisterVariable(&r_shadows);
        Cvar_RegisterVariable(&r_shadows_darken);
@@ -7427,11 +7720,17 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+
        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_water_scissormode);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_lerplightstyles);
@@ -7452,6 +7751,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&gl_lightmaps);
        Cvar_RegisterVariable(&r_test);
        Cvar_RegisterVariable(&r_glsl_saturation);
+       Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
        Cvar_RegisterVariable(&r_framedatasize);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
@@ -7463,6 +7763,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_track_sprites_scaleh);
        Cvar_RegisterVariable(&r_overheadsprites_perspective);
        Cvar_RegisterVariable(&r_overheadsprites_pushback);
+       Cvar_RegisterVariable(&r_overheadsprites_scalex);
+       Cvar_RegisterVariable(&r_overheadsprites_scaley);
 }
 
 extern void R_Textures_Init(void);
@@ -7630,67 +7932,112 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 // LordHavoc: this stores temporary data used within the same frame
 
-qboolean r_framedata_failed;
-static size_t r_framedata_size;
-static size_t r_framedata_current;
-static void *r_framedata_base;
+typedef struct r_framedata_mem_s
+{
+       struct r_framedata_mem_s *purge; // older mem block to free on next frame
+       size_t size; // how much usable space
+       size_t current; // how much space in use
+       size_t mark; // last "mark" location, temporary memory can be freed by returning to this
+       size_t wantedsize; // how much space was allocated
+       unsigned char *data; // start of real data (16byte aligned)
+}
+r_framedata_mem_t;
+
+static r_framedata_mem_t *r_framedata_mem;
 
 void R_FrameData_Reset(void)
 {
-       if (r_framedata_base)
-               Mem_Free(r_framedata_base);
-       r_framedata_base = NULL;
-       r_framedata_size = 0;
-       r_framedata_current = 0;
-       r_framedata_failed = false;
+       while (r_framedata_mem)
+       {
+               r_framedata_mem_t *next = r_framedata_mem->purge;
+               Mem_Free(r_framedata_mem);
+               r_framedata_mem = next;
+       }
 }
 
-void R_FrameData_NewFrame(void)
+void R_FrameData_Resize(void)
 {
        size_t wantedsize;
-       if (r_framedata_failed)
-               Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
        wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
-       wantedsize = bound(65536, wantedsize, 128*1024*1024);
-       if (r_framedata_size != wantedsize)
+       wantedsize = bound(65536, wantedsize, 1000*1024*1024);
+       if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
        {
-               r_framedata_size = wantedsize;
-               if (r_framedata_base)
-                       Mem_Free(r_framedata_base);
-               r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
+               r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
+               newmem->wantedsize = wantedsize;
+               newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
+               newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
+               newmem->current = 0;
+               newmem->mark = 0;
+               newmem->purge = r_framedata_mem;
+               r_framedata_mem = newmem;
        }
-       r_framedata_current = 0;
-       r_framedata_failed = false;
+}
+
+void R_FrameData_NewFrame(void)
+{
+       R_FrameData_Resize();
+       if (!r_framedata_mem)
+               return;
+       // if we ran out of space on the last frame, free the old memory now
+       while (r_framedata_mem->purge)
+       {
+               // repeatedly remove the second item in the list, leaving only head
+               r_framedata_mem_t *next = r_framedata_mem->purge->purge;
+               Mem_Free(r_framedata_mem->purge);
+               r_framedata_mem->purge = next;
+       }
+       // reset the current mem pointer
+       r_framedata_mem->current = 0;
+       r_framedata_mem->mark = 0;
 }
 
 void *R_FrameData_Alloc(size_t size)
 {
        void *data;
 
-       // align to 16 byte boundary
+       // align to 16 byte boundary - the data pointer is already aligned, so we
+       // only need to ensure the size of every allocation is also aligned
        size = (size + 15) & ~15;
-       data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
-       r_framedata_current += size;
 
-       // check overflow
-       if (r_framedata_current > r_framedata_size)
-               r_framedata_failed = true;
+       while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
+       {
+               // emergency - we ran out of space, allocate more memory
+               Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
+               R_FrameData_Resize();
+       }
+
+       data = r_framedata_mem->data + r_framedata_mem->current;
+       r_framedata_mem->current += size;
 
-       // return NULL on everything after a failure
-       if (r_framedata_failed)
-               return NULL;
+       // count the usage for stats
+       r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
+       r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
 
-       return data;
+       return (void *)data;
 }
 
 void *R_FrameData_Store(size_t size, void *data)
 {
        void *d = R_FrameData_Alloc(size);
-       if (d)
+       if (d && data)
                memcpy(d, data, size);
        return d;
 }
 
+void R_FrameData_SetMark(void)
+{
+       if (!r_framedata_mem)
+               return;
+       r_framedata_mem->mark = r_framedata_mem->current;
+}
+
+void R_FrameData_ReturnToMark(void)
+{
+       if (!r_framedata_mem)
+               return;
+       r_framedata_mem->current = r_framedata_mem->mark;
+}
+
 //==================================================================================
 
 // LordHavoc: animcache originally written by Echon, rewritten since then
@@ -7716,9 +8063,8 @@ void R_AnimCache_ClearCache(void)
                ent->animcache_normal3f = NULL;
                ent->animcache_svector3f = NULL;
                ent->animcache_tvector3f = NULL;
-               ent->animcache_vertexposition = NULL;
                ent->animcache_vertexmesh = NULL;
-               ent->animcache_vertexpositionbuffer = NULL;
+               ent->animcache_vertex3fbuffer = NULL;
                ent->animcache_vertexmeshbuffer = NULL;
        }
 }
@@ -7726,31 +8072,29 @@ void R_AnimCache_ClearCache(void)
 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
 {
        int i;
+
+       // check if we need the meshbuffers
+       if (!vid.useinterleavedarrays)
+               return;
+
        if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
                ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
-       if (!ent->animcache_vertexposition)
-               ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
-       if (ent->animcache_vertexposition)
-       {
-               for (i = 0;i < numvertices;i++)
-                       VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
-               // TODO: upload vertex buffer?
-       }
+       // TODO: upload vertex3f buffer?
        if (ent->animcache_vertexmesh)
        {
                memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
                for (i = 0;i < numvertices;i++)
-                       VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
+                       memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
                if (ent->animcache_svector3f)
                        for (i = 0;i < numvertices;i++)
-                               VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
+                               memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
                if (ent->animcache_tvector3f)
                        for (i = 0;i < numvertices;i++)
-                               VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
+                               memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
                if (ent->animcache_normal3f)
                        for (i = 0;i < numvertices;i++)
-                               VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
-               // TODO: upload vertex buffer?
+                               memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
+               // TODO: upload vertexmeshbuffer?
        }
 }
 
@@ -7778,11 +8122,8 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                                        ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                        ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                }
-                               if (!r_framedata_failed)
-                               {
-                                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
-                                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
-                               }
+                               model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
+                               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
                        }
                }
        }
@@ -7801,13 +8142,10 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                        ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                        ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                }
-               if (!r_framedata_failed)
-               {
-                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
-                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
-               }
+               model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
+               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
        }
-       return !r_framedata_failed;
+       return true;
 }
 
 void R_AnimCache_CacheVisibleEntities(void)
@@ -7823,11 +8161,14 @@ void R_AnimCache_CacheVisibleEntities(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                wanttangents = false;
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 
        if (r_shownormals.integer)
@@ -7877,7 +8218,18 @@ static void R_View_UpdateEntityLighting (void)
                {
                        vec3_t org;
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+
+                       // complete lightning for lit sprites
+                       // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
+                       if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+                       {
+                               if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+                                       org[2] = org[2] + r_overheadsprites_pushback.value;
+                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                       }
+                       else
+                               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+
                        if(ent->flags & RENDER_EQUALIZE)
                        {
                                // first fix up ambient lighting...
@@ -7909,13 +8261,16 @@ static void R_View_UpdateEntityLighting (void)
 
                                if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
                                {
-                                       VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
-                                       f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
+                                       fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                       f = fa + 0.25 * fd;
                                        if(f > 0)
                                        {
-                                               f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
-                                               VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
-                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                               // adjust brightness and saturation to target
+                                               avg[0] = avg[1] = avg[2] = fa / f;
+                                               VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+                                               avg[0] = avg[1] = avg[2] = fd / f;
+                                               VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
                                        }
                                }
                        }
@@ -7997,7 +8352,7 @@ static void R_View_UpdateEntityVisible (void)
                {
                        ent = r_refdef.scene.entities[i];
                        if (!(ent->flags & renderimask))
-                       if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
+                       if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
                        if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
@@ -8115,11 +8470,40 @@ static void R_DrawModelsAddWaterPlanes(void)
        }
 }
 
-static void R_View_SetFrustum(void)
+static void R_View_SetFrustum(const int *scissor)
 {
        int i;
-       double slopex, slopey;
-       vec3_t forward, left, up, origin;
+       double fpx = +1, fnx = -1, fpy = +1, fny = -1;
+       vec3_t forward, left, up, origin, v;
+
+       if(scissor)
+       {
+               // flipped x coordinates (because x points left here)
+               fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
+               fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
+
+               // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+               switch(vid.renderpath)
+               {
+                       case RENDERPATH_D3D9:
+                       case RENDERPATH_D3D10:
+                       case RENDERPATH_D3D11:
+                       case RENDERPATH_SOFT:
+                               // non-flipped y coordinates
+                               fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
+                               fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
+                               break;
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GL20:
+                       case RENDERPATH_CGGL:
+                       case RENDERPATH_GLES2:
+                               // non-flipped y coordinates
+                               fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
+                               fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
+                               break;
+               }
+       }
 
        // we can't trust r_refdef.view.forward and friends in reflected scenes
        Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
@@ -8188,13 +8572,29 @@ static void R_View_SetFrustum(void)
 
        if (r_refdef.view.useperspective)
        {
-               slopex = 1.0 / r_refdef.view.frustum_x;
-               slopey = 1.0 / r_refdef.view.frustum_y;
-               VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
-               VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
-               VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
-               VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
-               VectorCopy(forward, r_refdef.view.frustum[4].normal);
+               // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+               VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
+               VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
+               VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
+               VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
+
+               // then the normals from the corners relative to origin
+               CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
+               CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
+               CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
+               CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
+
+               // in a NORMAL view, forward cross left == up
+               // in a REFLECTED view, forward cross left == down
+               // so our cross products above need to be adjusted for a left handed coordinate system
+               CrossProduct(forward, left, v);
+               if(DotProduct(v, up) < 0)
+               {
+                       VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
+                       VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
+                       VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
+                       VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
+               }
 
                // Leaving those out was a mistake, those were in the old code, and they
                // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
@@ -8204,11 +8604,14 @@ static void R_View_SetFrustum(void)
                VectorNormalize(r_refdef.view.frustum[2].normal);
                VectorNormalize(r_refdef.view.frustum[3].normal);
 
-               // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
-               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
-               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
-               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
-               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
+               // make the corners absolute
+               VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
+               VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
+               VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
+               VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
+
+               // one more normal
+               VectorCopy(forward, r_refdef.view.frustum[4].normal);
 
                r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
                r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
@@ -8270,10 +8673,19 @@ static void R_View_SetFrustum(void)
        //PlaneClassify(&frustum[4]);
 }
 
+void R_View_UpdateWithScissor(const int *myscissor)
+{
+       R_Main_ResizeViewCache();
+       R_View_SetFrustum(myscissor);
+       R_View_WorldVisibility(r_refdef.view.useclipplane);
+       R_View_UpdateEntityVisible();
+       R_View_UpdateEntityLighting();
+}
+
 void R_View_Update(void)
 {
        R_Main_ResizeViewCache();
-       R_View_SetFrustum();
+       R_View_SetFrustum(NULL);
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
@@ -8332,8 +8744,8 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                        Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
                        break;
                case RENDERPATH_GL20:
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
                case RENDERPATH_CGGL:
@@ -8348,6 +8760,14 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                case RENDERPATH_GL11:
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+                       break;
+               case RENDERPATH_GLES2:
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+                       break;
                }
        }
 }
@@ -8380,11 +8800,13 @@ void R_ResetViewRendering2D(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        }
        GL_CullFace(GL_NONE);
@@ -8415,11 +8837,13 @@ void R_ResetViewRendering3D(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        }
        GL_CullFace(r_refdef.view.cullface_back);
@@ -8460,9 +8884,11 @@ static void R_Water_StartFrame(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GLES2:
                return;
        }
 
@@ -8540,12 +8966,8 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
        vec3_t normal;
        vec3_t center;
        mplane_t plane;
-       int cam_ent;
        r_waterstate_waterplane_t *p;
        texture_t *t = R_GetCurrentTexture(surface->texture);
-       cam_ent = t->camera_entity;
-       if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
-               cam_ent = 0;
 
        // just use the first triangle with a valid normal for any decisions
        VectorClear(normal);
@@ -8592,6 +9014,18 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
                p->materialflags = 0;
                p->pvsvalid = false;
                p->camera_entity = t->camera_entity;
+               VectorCopy(surface->mins, p->mins);
+               VectorCopy(surface->maxs, p->maxs);
+       }
+       else
+       {
+               // merge mins/maxs
+               p->mins[0] = min(p->mins[0], surface->mins[0]);
+               p->mins[1] = min(p->mins[1], surface->mins[1]);
+               p->mins[2] = min(p->mins[2], surface->mins[2]);
+               p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
+               p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
+               p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
        }
        // merge this surface's materialflags into the waterplane
        p->materialflags |= t->currentmaterialflags;
@@ -8610,6 +9044,7 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
 
 static void R_Water_ProcessPlanes(void)
 {
+       int myscissor[4];
        r_refdef_view_t originalview;
        r_refdef_view_t myview;
        int planeindex;
@@ -8658,11 +9093,19 @@ static void R_Water_ProcessPlanes(void)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        r_refdef.view = myview;
+                       if(r_water_scissormode.integer)
+                       {
+                               R_SetupView(true);
+                               if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
+                                       continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
+                       }
+
                        // render reflected scene and copy into texture
                        Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
                        // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
                        Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
                        r_refdef.view.clipplane = p->plane;
+
                        // reverse the cullface settings for this render
                        r_refdef.view.cullface_front = GL_FRONT;
                        r_refdef.view.cullface_back = GL_BACK;
@@ -8677,7 +9120,12 @@ static void R_Water_ProcessPlanes(void)
 
                        R_ResetViewRendering3D();
                        R_ClearScreen(r_refdef.fogenabled);
-                       R_View_Update();
+                       if(r_water_scissormode.integer & 2)
+                               R_View_UpdateWithScissor(myscissor);
+                       else
+                               R_View_Update();
+                       if(r_water_scissormode.integer & 1)
+                               GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene();
 
                        R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
@@ -8687,8 +9135,15 @@ static void R_Water_ProcessPlanes(void)
                // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
-                       r_waterstate.renderingrefraction = true;
                        r_refdef.view = myview;
+                       if(r_water_scissormode.integer)
+                       {
+                               R_SetupView(true);
+                               if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
+                                       continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
+                       }
+
+                       r_waterstate.renderingrefraction = true;
 
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
@@ -8700,14 +9155,23 @@ static void R_Water_ProcessPlanes(void)
                                r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
                                CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
                                R_RenderView_UpdateViewVectors();
-                               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+                               if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
+                               {
+                                       r_refdef.view.usecustompvs = true;
+                                       r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+                               }
                        }
 
                        PlaneClassify(&r_refdef.view.clipplane);
 
                        R_ResetViewRendering3D();
                        R_ClearScreen(r_refdef.fogenabled);
-                       R_View_Update();
+                       if(r_water_scissormode.integer & 2)
+                               R_View_UpdateWithScissor(myscissor);
+                       else
+                               R_View_Update();
+                       if(r_water_scissormode.integer & 1)
+                               GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene();
 
                        R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
@@ -8732,14 +9196,20 @@ static void R_Water_ProcessPlanes(void)
                                CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
                        }
 
+                       // note: all of the view is used for displaying... so
+                       // there is no use in scissoring
+
                        // reverse the cullface settings for this render
                        r_refdef.view.cullface_front = GL_FRONT;
                        r_refdef.view.cullface_back = GL_BACK;
                        // also reverse the view matrix
                        Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
                        R_RenderView_UpdateViewVectors();
-                       if(p->camera_entity)
+                       if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
+                       {
+                               r_refdef.view.usecustompvs = true;
                                r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+                       }
                        
                        // camera needs no clipplane
                        r_refdef.view.useclipplane = false;
@@ -8781,9 +9251,11 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GLES2:
                return;
        }
 
@@ -8881,6 +9353,8 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -8923,6 +9397,8 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                break;
        case RENDERPATH_D3D9:
@@ -9032,13 +9508,18 @@ void R_HDR_RenderBloomTexture(void)
 {
        int oldwidth, oldheight;
        float oldcolorscale;
+       qboolean oldwaterstate;
 
+       oldwaterstate = r_waterstate.enabled;
        oldcolorscale = r_refdef.view.colorscale;
        oldwidth = r_refdef.view.width;
        oldheight = r_refdef.view.height;
        r_refdef.view.width = r_bloomstate.bloomwidth;
        r_refdef.view.height = r_bloomstate.bloomheight;
 
+       if(r_hdr.integer < 2)
+               r_waterstate.enabled = false;
+
        // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
        // TODO: add exposure compensation features
        // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
@@ -9058,7 +9539,7 @@ void R_HDR_RenderBloomTexture(void)
 
        // only do secondary renders with HDR if r_hdr is 2 or higher
        r_waterstate.numwaterplanes = 0;
-       if (r_waterstate.enabled && r_hdr.integer >= 2)
+       if (r_waterstate.enabled)
                R_RenderWaterPlanes();
 
        r_refdef.view.showdebug = true;
@@ -9071,6 +9552,7 @@ void R_HDR_RenderBloomTexture(void)
        R_Bloom_MakeTexture();
 
        // restore the view settings
+       r_waterstate.enabled = oldwaterstate;
        r_refdef.view.width = oldwidth;
        r_refdef.view.height = oldheight;
        r_refdef.view.colorscale = oldcolorscale;
@@ -9094,6 +9576,8 @@ static void R_BlendView(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                permutation =
                          (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
                        | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
@@ -9147,6 +9631,8 @@ static void R_BlendView(void)
                                        case RENDERPATH_GL13:
                                        case RENDERPATH_GL20:
                                        case RENDERPATH_CGGL:
+                                       case RENDERPATH_SOFT:
+                                       case RENDERPATH_GLES2:
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                                break;
                                        case RENDERPATH_D3D9:
@@ -9194,10 +9680,14 @@ static void R_BlendView(void)
 #define sscanf sscanf_s
 #endif
                memset(uservecs, 0, sizeof(uservecs));
-               sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
-               sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
-               sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
-               sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+               if (r_glsl_postprocess_uservec1_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
+               if (r_glsl_postprocess_uservec2_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
+               if (r_glsl_postprocess_uservec3_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
+               if (r_glsl_postprocess_uservec4_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
 
                R_ResetViewRendering2D();
                GL_Color(1, 1, 1, 1);
@@ -9206,20 +9696,21 @@ static void R_BlendView(void)
                switch(vid.renderpath)
                {
                case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
                        R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
                        R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
-                       if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
-                       if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
-                       if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
-                       if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
-                       if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
-                       if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
-                       if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
-                       if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
-                       if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
-                       if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-                       if (r_glsl_permutation->loc_BloomColorSubtract    >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+                       if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
+                       if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
+                       if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
+                       if (r_glsl_permutation->loc_ViewTintColor           >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       if (r_glsl_permutation->loc_UserVec1                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       if (r_glsl_permutation->loc_UserVec2                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       if (r_glsl_permutation->loc_UserVec3                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       if (r_glsl_permutation->loc_UserVec4                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
+                       if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       if (r_glsl_permutation->loc_BloomColorSubtract      >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
                        break;
                case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
@@ -9264,6 +9755,22 @@ static void R_BlendView(void)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+                       R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
+                       R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
+                       R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
+                       R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+                       break;
                default:
                        break;
                }
@@ -9333,9 +9840,13 @@ void R_UpdateVariables(void)
 
        r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
        r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
-       r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
        r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
        r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       if (FAKELIGHT_ENABLED)
+       {
+               r_refdef.lightmapintensity *= r_fakelight_intensity.value;
+       }
        if (r_showsurfaces.integer)
        {
                r_refdef.scene.rtworld = false;
@@ -9413,6 +9924,8 @@ void R_UpdateVariables(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                if(v_glslgamma.integer && !vid_gammatables_trivial)
                {
                        if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
@@ -9439,7 +9952,7 @@ void R_UpdateVariables(void)
                                }
                                else
                                {
-                                       r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
+                                       r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
                                }
                        }
                }
@@ -9491,19 +10004,34 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
 R_RenderView
 ================
 */
+int dpsoftrast_test;
 void R_RenderView(void)
 {
+       matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
+
+       dpsoftrast_test = r_test.integer;
+
        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_CompileShader_CheckStaticParms())
+               R_GLSL_Restart_f();
+
        if (!r_drawentities.integer)
                r_refdef.scene.numentities = 0;
 
        R_AnimCache_ClearCache();
        R_FrameData_NewFrame();
 
+       /* adjust for stereo display */
+       if(R_Stereo_Active())
+       {
+               Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
+               Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
+       }
+
        if (r_refdef.view.isoverlay)
        {
                // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
@@ -9517,12 +10045,17 @@ void R_RenderView(void)
 
                R_RenderScene();
 
+               r_refdef.view.matrix = originalmatrix;
+
                CHECKGLERROR
                return;
        }
 
        if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
+       {
+               r_refdef.view.matrix = originalmatrix;
                return; //Host_Error ("R_RenderView: NULL worldmodel");
+       }
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value;
 
@@ -9574,6 +10107,9 @@ void R_RenderView(void)
 
        GL_Scissor(0, 0, vid.width, vid.height);
        GL_ScissorTest(false);
+
+       r_refdef.view.matrix = originalmatrix;
+
        CHECKGLERROR
 }
 
@@ -9825,6 +10361,27 @@ void R_RenderScene(void)
                        R_TimeReport("coronas");
        }
 
+#if 0
+       {
+               GL_DepthTest(false);
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+               GL_Color(1, 1, 1, 1);
+               qglBegin(GL_POLYGON);
+               qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
+               qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
+               qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
+               qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
+               qglEnd();
+               qglBegin(GL_POLYGON);
+               qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
+               qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
+               qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
+               qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
+               qglEnd();
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+       }
+#endif
+
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
@@ -9853,7 +10410,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
-       R_Mesh_ResetTextureState();
+//     R_Mesh_ResetTextureState();
 
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
@@ -10023,7 +10580,6 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
        GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
        GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
        for (i = 0, c = color4f;i < 6;i++, c += 4)
        {
@@ -10043,7 +10599,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                        c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
                }
        }
-       R_Mesh_ResetTextureState();
+//     R_Mesh_ResetTextureState();
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
        R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
 }
@@ -10409,23 +10966,27 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
                t->currentskinframe = r_qwskincache[i].skinframe;
                if (t->currentskinframe == NULL)
-                       t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
+                       t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
        }
        else if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
+               t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
        if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
+               t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = rsurface.colormod[3];
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
                t->currentalpha *= r_wateralpha.value;
        if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
-               t->currentalpha *= t->r_water_wateralpha;
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
        if(!r_waterstate.enabled || r_refdef.view.isoverlay)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
        if (!(rsurface.ent_flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       else if (FAKELIGHT_ENABLED)
+       {
+                       // no modellight if using fakelight for the map
+       }
        else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
                // pick a model lighting mode
@@ -10645,55 +11206,6 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 
 rsurfacestate_t rsurface;
 
-void R_Mesh_ResizeArrays(int newvertices)
-{
-       unsigned char *base;
-       size_t size;
-       if (rsurface.array_size >= newvertices)
-               return;
-       if (rsurface.array_base)
-               Mem_Free(rsurface.array_base);
-       rsurface.array_size = (newvertices + 1023) & ~1023;
-       size = 0;
-       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
-       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
-       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
-       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[4]);
-       size += rsurface.array_size * sizeof(float[2]);
-       size += rsurface.array_size * sizeof(float[2]);
-       size += rsurface.array_size * sizeof(float[4]);
-       size += rsurface.array_size * sizeof(int[3]);
-       size += rsurface.array_size * sizeof(unsigned short[3]);
-       rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
-       rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
-       rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
-       rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
-       rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
-       rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
-       rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
-       rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
-       rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
-       rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
-       rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
-}
-
 void RSurf_ActiveWorldEntity(void)
 {
        dp_model_t *model = r_refdef.scene.worldmodel;
@@ -10706,8 +11218,6 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = 0;
        rsurface.ent_flags = r_refdef.scene.worldentity->flags;
-       if (rsurface.array_size < model->surfmesh.num_vertices)
-               R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        rsurface.matrixscale = 1;
@@ -10765,8 +11275,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.modelsurfaces = model->data_surfaces;
        rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
        rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-       rsurface.modelvertexposition = model->surfmesh.vertexposition;
-       rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+       rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
        rsurface.modelgeneratedvertex = false;
        rsurface.batchgeneratedvertex = false;
        rsurface.batchfirstvertex = 0;
@@ -10796,8 +11305,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -10821,8 +11329,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
        rsurface.ent_shadertime = ent->shadertime;
        rsurface.ent_flags = ent->flags;
-       if (rsurface.array_size < model->surfmesh.num_vertices)
-               R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -10853,7 +11359,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        }
        if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
        {
-               if (ent->animcache_vertex3f && !r_framedata_failed)
+               if (ent->animcache_vertex3f)
                {
                        rsurface.modelvertex3f = ent->animcache_vertex3f;
                        rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
@@ -10861,44 +11367,40 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
                        rsurface.modelvertexmesh = ent->animcache_vertexmesh;
                        rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
-                       rsurface.modelvertexposition = ent->animcache_vertexposition;
-                       rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
+                       rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
                }
                else if (wanttangents)
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
-                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
-                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                else if (wantnormals)
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                else
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                rsurface.modelvertex3f_vertexbuffer = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
@@ -10926,8 +11428,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
                rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
                rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-               rsurface.modelvertexposition = model->surfmesh.vertexposition;
-               rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+               rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
                rsurface.modelgeneratedvertex = false;
        }
        rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
@@ -10977,8 +11478,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -10992,8 +11492,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
 
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
 {
-       int i;
-
        rsurface.entity = r_refdef.scene.worldentity;
        rsurface.skeleton = NULL;
        rsurface.ent_skinnum = 0;
@@ -11002,8 +11500,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.ent_flags = entflags;
        rsurface.modelnumvertices = numvertices;
        rsurface.modelnumtriangles = numtriangles;
-       if (rsurface.array_size < rsurface.modelnumvertices)
-               R_Mesh_ResizeArrays(rsurface.modelnumvertices);
        rsurface.matrix = *matrix;
        rsurface.inversematrix = *inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -11029,29 +11525,28 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
        if (wanttangents)
        {
-               rsurface.modelvertex3f = vertex3f;
-               rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
-               rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
-               rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
+               rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else if (wantnormals)
        {
-               rsurface.modelvertex3f = vertex3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
                rsurface.modelsvector3f = NULL;
                rsurface.modeltvector3f = NULL;
-               rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else
        {
-               rsurface.modelvertex3f = vertex3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
                rsurface.modelsvector3f = NULL;
                rsurface.modeltvector3f = NULL;
                rsurface.modelnormal3f = NULL;
        }
        rsurface.modelvertexmesh = NULL;
        rsurface.modelvertexmeshbuffer = NULL;
-       rsurface.modelvertexposition = NULL;
-       rsurface.modelvertexpositionbuffer = NULL;
+       rsurface.modelvertex3fbuffer = NULL;
        rsurface.modelvertex3f_vertexbuffer = 0;
        rsurface.modelvertex3f_bufferoffset = 0;
        rsurface.modelsvector3f_vertexbuffer = 0;
@@ -11061,19 +11556,19 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.modelnormal3f_vertexbuffer = 0;
        rsurface.modelnormal3f_bufferoffset = 0;
        rsurface.modelgeneratedvertex = true;
-       rsurface.modellightmapcolor4f  = color4f;
+       rsurface.modellightmapcolor4f  = (float *)color4f;
        rsurface.modellightmapcolor4f_vertexbuffer = 0;
        rsurface.modellightmapcolor4f_bufferoffset = 0;
-       rsurface.modeltexcoordtexture2f  = texcoord2f;
+       rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
        rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
        rsurface.modeltexcoordtexture2f_bufferoffset = 0;
        rsurface.modeltexcoordlightmap2f  = NULL;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
        rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
-       rsurface.modelelement3i = element3i;
+       rsurface.modelelement3i = (int *)element3i;
        rsurface.modelelement3i_indexbuffer = NULL;
        rsurface.modelelement3i_bufferoffset = 0;
-       rsurface.modelelement3s = element3s;
+       rsurface.modelelement3s = (unsigned short *)element3s;
        rsurface.modelelement3s_indexbuffer = NULL;
        rsurface.modelelement3s_bufferoffset = 0;
        rsurface.modellightmapoffsets = NULL;
@@ -11106,8 +11601,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -11122,35 +11616,16 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        {
                if ((wantnormals || wanttangents) && !normal3f)
                {
-                       Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
                }
                if (wanttangents && !svector3f)
                {
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
-                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
                }
        }
-
-       // now convert arrays into vertexmesh structs
-       for (i = 0;i < numvertices;i++)
-       {
-               VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
-               VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
-               if (rsurface.modelsvector3f)
-                       VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
-               if (rsurface.modeltvector3f)
-                       VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
-               if (rsurface.modelnormal3f)
-                       VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
-               if (rsurface.modellightmapcolor4f)
-                       Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
-               if (rsurface.modeltexcoordtexture2f)
-                       Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
-               if (rsurface.modeltexcoordlightmap2f)
-                       Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
-       }
 }
 
 float RSurf_FogPoint(const float *v)
@@ -11207,7 +11682,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        int surfacefirstvertex;
        int surfaceendvertex;
        int surfacenumvertices;
-       int surfaceadjustvertex;
+       int batchnumvertices;
+       int batchnumtriangles;
        int needsupdate;
        int i, j;
        qboolean gaps;
@@ -11219,7 +11695,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        float waveparms[4];
        q3shaderinfo_deform_t *deform;
        const msurface_t *surface, *firstsurface;
-       r_vertexposition_t *vertexposition;
        r_vertexmesh_t *vertexmesh;
        if (!texturenumsurfaces)
                return;
@@ -11227,7 +11702,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        gaps = false;
        firstsurface = texturesurfacelist[0];
        firsttriangle = firstsurface->num_firsttriangle;
-       numtriangles = 0;
+       batchnumvertices = 0;
+       batchnumtriangles = 0;
        firstvertex = endvertex = firstsurface->num_firstvertex;
        for (i = 0;i < texturenumsurfaces;i++)
        {
@@ -11236,31 +11712,37 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        gaps = true;
                surfacefirstvertex = surface->num_firstvertex;
                surfaceendvertex = surfacefirstvertex + surface->num_vertices;
+               surfacenumvertices = surface->num_vertices;
                surfacenumtriangles = surface->num_triangles;
                if (firstvertex > surfacefirstvertex)
                        firstvertex = surfacefirstvertex;
                if (endvertex < surfaceendvertex)
                        endvertex = surfaceendvertex;
-               numtriangles += surfacenumtriangles;
+               batchnumvertices += surfacenumvertices;
+               batchnumtriangles += surfacenumtriangles;
        }
-       if (!numtriangles)
-               return;
 
        // we now know the vertex range used, and if there are any gaps in it
        rsurface.batchfirstvertex = firstvertex;
        rsurface.batchnumvertices = endvertex - firstvertex;
        rsurface.batchfirsttriangle = firsttriangle;
-       rsurface.batchnumtriangles = numtriangles;
+       rsurface.batchnumtriangles = batchnumtriangles;
 
        // this variable holds flags for which properties have been updated that
-       // may require regenerating vertexmesh or vertexposition arrays...
+       // may require regenerating vertexmesh array...
        needsupdate = 0;
 
        // check if any dynamic vertex processing must occur
        dynamicvertex = false;
 
+       // if there is a chance of animated vertex colors, it's a dynamic batch
        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
-               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
+       {
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_NOGAPS;
+               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
+       }
+
        for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
        {
                switch (deform->deform)
@@ -11280,12 +11762,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                case Q3DEFORM_AUTOSPRITE:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_NORMAL:
                        dynamicvertex = true;
@@ -11297,19 +11779,19 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_BULGE:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_MOVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
                        break;
                }
        }
@@ -11337,7 +11819,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
        }
 
@@ -11348,13 +11830,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
        }
 
-       if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
-       {
-               dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
-               needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
-       }
-
        if (dynamicvertex || gaps || rsurface.batchfirstvertex)
        {
                // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
@@ -11368,7 +11843,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
        // when the model data has no vertex buffer (dynamic mesh), we need to
        // eliminate gaps
-       if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
+       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
                batchneed |= BATCHNEED_NOGAPS;
 
        // if needsupdate, we have to do a dynamic vertex batch for sure
@@ -11379,18 +11854,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
                dynamicvertex = true;
 
-       // see if we need to build vertexposition from arrays
-       if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
-               dynamicvertex = true;
-
        // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
+       // also some drivers strongly dislike firstvertex
        if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
                dynamicvertex = true;
 
-       // if there is a chance of animated vertex colors, it's a dynamic batch
-       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
-               dynamicvertex = true;
-
        rsurface.batchvertex3f = rsurface.modelvertex3f;
        rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
        rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
@@ -11412,8 +11880,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
        rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
-       rsurface.batchvertexposition = rsurface.modelvertexposition;
-       rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
+       rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
        rsurface.batchvertexmesh = rsurface.modelvertexmesh;
        rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
        rsurface.batchelement3i = rsurface.modelelement3i;
@@ -11444,16 +11911,17 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // otherwise use the original static buffer with an appropriate offset
                if (gaps)
                {
-                       firsttriangle = 0;
+                       // build a new triangle elements array for this batch
+                       rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
+                       rsurface.batchfirsttriangle = 0;
                        numtriangles = 0;
                        for (i = 0;i < texturenumsurfaces;i++)
                        {
                                surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
                                surfacenumtriangles = texturesurfacelist[i]->num_triangles;
-                               memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
+                               memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
                                numtriangles += surfacenumtriangles;
                        }
-                       rsurface.batchelement3i = rsurface.array_batchelement3i;
                        rsurface.batchelement3i_indexbuffer = NULL;
                        rsurface.batchelement3i_bufferoffset = 0;
                        rsurface.batchelement3s = NULL;
@@ -11461,26 +11929,25 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        rsurface.batchelement3s_bufferoffset = 0;
                        if (endvertex <= 65536)
                        {
-                               rsurface.batchelement3s = rsurface.array_batchelement3s;
+                               // make a 16bit (unsigned short) index array if possible
+                               rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                                for (i = 0;i < numtriangles*3;i++)
-                                       rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+                                       rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                        }
-                       rsurface.batchfirsttriangle = firsttriangle;
-                       rsurface.batchnumtriangles = numtriangles;
                }
                return;
        }
 
        // something needs software processing, do it for real...
-       // we only directly handle interleaved array data in this case...
+       // we only directly handle separate array data in this case and then
+       // generate interleaved data if needed...
        rsurface.batchgeneratedvertex = true;
 
        // now copy the vertex data into a combined array and make an index array
        // (this is what Quake3 does all the time)
        //if (gaps || rsurface.batchfirstvertex)
        {
-               rsurface.batchvertexposition = NULL;
-               rsurface.batchvertexpositionbuffer = NULL;
+               rsurface.batchvertex3fbuffer = NULL;
                rsurface.batchvertexmesh = NULL;
                rsurface.batchvertexmeshbuffer = NULL;
                rsurface.batchvertex3f = NULL;
@@ -11504,32 +11971,30 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchtexcoordlightmap2f = NULL;
                rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
                rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
-               rsurface.batchelement3i = rsurface.array_batchelement3i;
+               rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                rsurface.batchelement3i_indexbuffer = NULL;
                rsurface.batchelement3i_bufferoffset = 0;
                rsurface.batchelement3s = NULL;
                rsurface.batchelement3s_indexbuffer = NULL;
                rsurface.batchelement3s_bufferoffset = 0;
                // we'll only be setting up certain arrays as needed
-               if (batchneed & BATCHNEED_VERTEXPOSITION)
-                       rsurface.batchvertexposition = rsurface.array_batchvertexposition;
                if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
-                       rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
+                       rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
                if (batchneed & BATCHNEED_ARRAY_VERTEX)
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_NORMAL)
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_VECTOR)
                {
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+                       rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                }
                if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
-                       rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+                       rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
-                       rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+                       rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
-                       rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
+                       rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                numvertices = 0;
                numtriangles = 0;
                for (i = 0;i < texturenumsurfaces;i++)
@@ -11537,32 +12002,29 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
                        surfacenumvertices = texturesurfacelist[i]->num_vertices;
                        surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
-                       surfaceadjustvertex = numvertices - surfacefirstvertex;
                        surfacenumtriangles = texturesurfacelist[i]->num_triangles;
                        // copy only the data requested
-                       if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
-                               memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
                        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
-                               memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
+                               memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
                        if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
                        {
                                if (batchneed & BATCHNEED_ARRAY_VERTEX)
-                                       memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
                                if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
-                                       memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
                                if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
                                {
-                                       memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                                       memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
                                }
                                if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
-                                       memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
+                                       memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
                                if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
-                                       memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
                                if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
-                                       memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
                        }
-                       RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
+                       RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
                        numtriangles += surfacenumtriangles;
                }
@@ -11571,16 +12033,16 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // (in general, dynamic batches fit)
                if (numvertices <= 65536)
                {
-                       rsurface.batchelement3s = rsurface.array_batchelement3s;
+                       rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                        for (i = 0;i < numtriangles*3;i++)
-                               rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+                               rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                }
 
                // since we've copied everything, the batch now starts at 0
                rsurface.batchfirstvertex = 0;
-               rsurface.batchnumvertices = numvertices;
+               rsurface.batchnumvertices = batchnumvertices;
                rsurface.batchfirsttriangle = 0;
-               rsurface.batchnumtriangles = numtriangles;
+               rsurface.batchnumtriangles = batchnumtriangles;
        }
 
        // q1bsp surfaces rendered in vertex color mode have to have colors
@@ -11593,10 +12055,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                int size3;
                const int *offsets;
                const unsigned char *lm;
-               numvertices = 0;
-               rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+               rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
                rsurface.batchlightmapcolor4f_bufferoffset = 0;
+               numvertices = 0;
                for (i = 0;i < texturenumsurfaces;i++)
                {
                        surface = texturesurfacelist[i];
@@ -11628,10 +12090,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                                        }
                                                }
                                        }
-                                       c[0] >>= 15;
-                                       c[1] >>= 15;
-                                       c[2] >>= 15;
-                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
+                                       c[0] >>= 7;
+                                       c[1] >>= 7;
+                                       c[2] >>= 7;
+                                       Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
                                        numvertices++;
                                }
                        }
@@ -11639,7 +12101,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        {
                                for (j = 0;j < surfacenumvertices;j++)
                                {
-                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
+                                       Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
                                        numvertices++;
                                }
                        }
@@ -11672,8 +12134,20 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
+//                     rsurface.batchsvector3f_vertexbuffer = NULL;
+//                     rsurface.batchsvector3f_bufferoffset = 0;
+//                     rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
+//                     rsurface.batchtvector3f_vertexbuffer = NULL;
+//                     rsurface.batchtvector3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
                        // a single autosprite surface can contain multiple sprites...
-                       for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+                       for (j = 0;j < batchnumvertices - 3;j += 4)
                        {
                                VectorClear(center);
                                for (i = 0;i < 4;i++)
@@ -11685,23 +12159,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                for (i = 0;i < 4;i++)
                                {
                                        VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
-                                       VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
+                                       VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
                                }
                        }
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
-                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchsvector3f_vertexbuffer = NULL;
-                       rsurface.batchsvector3f_bufferoffset = 0;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                       rsurface.batchtvector3f_vertexbuffer = NULL;
-                       rsurface.batchtvector3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
@@ -11710,6 +12173,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
                        {
                                const float *v1, *v2;
                                vec3_t start, end;
@@ -11723,7 +12189,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                shortest[2];
                                memset(shortest, 0, sizeof(shortest));
                                // a single autosprite surface can contain multiple sprites...
-                               for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+                               for (j = 0;j < batchnumvertices - 3;j += 4)
                                {
                                        VectorClear(center);
                                        for (i = 0;i < 4;i++)
@@ -11784,47 +12250,53 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        {
                                                v1 = rsurface.batchvertex3f + 3*(j+i);
                                                f = DotProduct(right, v1) - l;
-                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
+                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
                                        }
                                }
                        }
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
-                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchsvector3f_vertexbuffer = NULL;
-                       rsurface.batchsvector3f_bufferoffset = 0;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                       rsurface.batchtvector3f_vertexbuffer = NULL;
-                       rsurface.batchtvector3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
+                       {
+//                             rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchnormal3f_vertexbuffer = NULL;
+//                             rsurface.batchnormal3f_bufferoffset = 0;
+                               Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       }
+                       if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
+                       {
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
+                       }
                        break;
                case Q3DEFORM_NORMAL:
                        // deform the normals to make reflections wavey
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+                       rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                float vertex[3];
-                               float *normal = rsurface.array_batchnormal3f + 3*j;
+                               float *normal = rsurface.batchnormal3f + 3*j;
                                VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
                                normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
                                normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
                                normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
                                VectorNormalize(normal);
                        }
-                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchsvector3f_vertexbuffer = NULL;
-                       rsurface.batchsvector3f_bufferoffset = 0;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                       rsurface.batchtvector3f_vertexbuffer = NULL;
-                       rsurface.batchtvector3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
+                       {
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
+                       }
                        break;
                case Q3DEFORM_WAVE:
                        // deform vertex array to make wavey water and flags and such
@@ -11837,7 +12309,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        // this is how a divisor of vertex influence on deformation
                        animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                // if the wavefunc depends on time, evaluate it per-vertex
                                if (waveparms[3])
@@ -11845,44 +12323,46 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
                                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
                                }
-                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
+                       }
+                       // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
+                       {
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
-                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchsvector3f_vertexbuffer = NULL;
-                       rsurface.batchsvector3f_bufferoffset = 0;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                       rsurface.batchtvector3f_vertexbuffer = NULL;
-                       rsurface.batchtvector3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_BULGE:
                        // deform vertex array to make the surface have moving bulges
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
-                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
+                       }
+                       // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
+                       {
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
-                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchsvector3f_vertexbuffer = NULL;
-                       rsurface.batchsvector3f_bufferoffset = 0;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                       rsurface.batchtvector3f_vertexbuffer = NULL;
-                       rsurface.batchtvector3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_MOVE:
                        // deform vertex array
@@ -11890,11 +12370,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                break; // if wavefunc is a nop, don't make a dynamic vertex array
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
                        VectorScale(deform->parms, scale, waveparms);
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
-                               VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
+                               VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
                        break;
                }
        }
@@ -11906,25 +12386,28 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        case Q3TCGEN_TEXTURE:
                break;
        case Q3TCGEN_LIGHTMAP:
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                if (rsurface.batchtexcoordlightmap2f)
-                       memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+                       memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
                break;
        case Q3TCGEN_VECTOR:
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
+                       rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
+                       rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        case Q3TCGEN_ENVIRONMENT:
                // make environment reflections using a spheremap
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+               rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
                        // identical to Q3A's method, but executed in worldspace so
                        // carried models can be shiny too
@@ -11946,12 +12429,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
                        // note: this sphere map only uses world x and z!
                        // so positive and negative y will LOOK THE SAME.
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+                       rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
+                       rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        }
        // the only tcmod that needs software vertex processing is turbulent, so
@@ -11963,61 +12443,79 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        {
                amplitude = rsurface.texture->tcmods[0].parms[1];
                animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
        }
 
        if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
        {
                // convert the modified arrays to vertex structs
-               rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
-               rsurface.batchvertexmeshbuffer = NULL;
+//             rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
+//             rsurface.batchvertexmeshbuffer = NULL;
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
                if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
                if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
                {
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                        {
                                VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
                                VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
                        }
                }
                if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
                if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
                if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
        }
-
-       if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
-       {
-               // convert the modified arrays to vertex structs
-               rsurface.batchvertexposition = rsurface.array_batchvertexposition;
-               rsurface.batchvertexpositionbuffer = NULL;
-               if (sizeof(r_vertexposition_t) == sizeof(float[3]))
-                       memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
-               else
-                       for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
-                               VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
-       }
 }
 
 void RSurf_DrawBatch(void)
 {
+       // sometimes a zero triangle surface (usually a degenerate patch) makes it
+       // through the pipeline, killing it earlier in the pipeline would have
+       // per-surface overhead rather than per-batch overhead, so it's best to
+       // reject it here, before it hits glDraw.
+       if (rsurface.batchnumtriangles == 0)
+               return;
+#if 0
+       // batch debugging code
+       if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
+       {
+               int i;
+               int j;
+               int c;
+               const int *e;
+               e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
+               for (i = 0;i < rsurface.batchnumtriangles*3;i++)
+               {
+                       c = e[i];
+                       for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
+                       {
+                               if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
+                               {
+                                       if (rsurface.modelsurfaces[j].texture != rsurface.texture)
+                                               Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
+                                       break;
+                               }
+                       }
+               }
+       }
+#endif
        R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
 }
 
@@ -12029,13 +12527,20 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
        vec3_t vert;
        const float *v;
        r_waterstate_waterplane_t *p;
+       qboolean prepared = false;
        bestd = 0;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
                if(p->camera_entity != rsurface.texture->camera_entity)
                        continue;
                d = 0;
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
+               if(!prepared)
+               {
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                       prepared = true;
+                       if(rsurface.batchnumvertices == 0)
+                               break;
+               }
                for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
                {
                        Matrix4x4_Transform(&rsurface.matrix, v, vert);
@@ -12048,16 +12553,20 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
                }
        }
        return bestplaneindex;
+       // NOTE: this MAY return a totally unrelated water plane; we can ignore
+       // this situation though, as it might be better to render single larger
+       // batches with useless stuff (backface culled for example) than to
+       // render multiple smaller batches
 }
 
 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
 {
        int i;
-       for (i = 0;i < rsurface.batchnumvertices;i++)
-               Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0;i < rsurface.batchnumvertices;i++)
+               Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
 }
 
 static void RSurf_DrawBatch_GL11_ApplyFog(void)
@@ -12070,7 +12579,11 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        if (rsurface.passcolor4f)
        {
                // generate color arrays
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+               c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f;
@@ -12081,7 +12594,10 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        }
        else
        {
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = f;
@@ -12090,9 +12606,6 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
                        c2[3] = 1;
                }
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
@@ -12104,7 +12617,11 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
        {
                f = RSurf_FogVertex(v);
                c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
@@ -12112,9 +12629,6 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
                c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
                c2[3] = c[3];
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
@@ -12124,16 +12638,17 @@ static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] * r;
                c2[1] = c[1] * g;
                c2[2] = c[2] * b;
                c2[3] = c[3] * a;
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
@@ -12143,16 +12658,17 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] + r_refdef.scene.ambient;
                c2[1] = c[1] + r_refdef.scene.ambient;
                c2[2] = c[2] + r_refdef.scene.ambient;
                c2[3] = c[3];
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -12203,7 +12719,7 @@ static void RSurf_DrawBatch_GL11_ClampColor(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
+       for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
        {
                c2[0] = bound(0.0f, c1[0], 1.0f);
                c2[1] = bound(0.0f, c1[1], 1.0f);
@@ -12212,6 +12728,39 @@ static void RSurf_DrawBatch_GL11_ClampColor(void)
        }
 }
 
+static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
+{
+       int i;
+       float f;
+       const float *v;
+       const float *n;
+       float *c;
+       //vec3_t eyedir;
+
+       // fake shading
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+       {
+               f = -DotProduct(r_refdef.view.forward, n);
+               f = max(0, f);
+               f = f * 0.85 + 0.15; // work around so stuff won't get black
+               f *= r_refdef.lightmapintensity;
+               Vector4Set(c, f, f, f, 1);
+       }
+}
+
+static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       RSurf_DrawBatch_GL11_ApplyFakeLight();
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch();
+}
+
 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
 {
        int i;
@@ -12237,7 +12786,10 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b,
        if (VectorLength2(diffusecolor) > 0)
        {
                // q3-style directional shading
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
                {
                        if ((f = DotProduct(n, lightdir)) > 0)
                                VectorMA(ambientcolor, f, diffusecolor, c);
@@ -12249,9 +12801,6 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b,
                *g = 1;
                *b = 1;
                *a = 1;
-               rsurface.passcolor4f = rsurface.array_passcolor4f;
-               rsurface.passcolor4f_vertexbuffer = 0;
-               rsurface.passcolor4f_bufferoffset = 0;
                *applycolor = false;
        }
        else
@@ -12281,7 +12830,7 @@ static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a
        float f;
        const float *v;
        float *c;
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
        {
                f = 1 - RSurf_FogVertex(v);
                c[0] = r;
@@ -12328,15 +12877,18 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                        // just to make sure that braindead drivers don't draw
                        // anything despite that colormask...
                        GL_BlendFunc(GL_ZERO, GL_ONE);
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+                       if (rsurface.batchvertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
                }
                else
                {
                        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                        GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
                        R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
                }
@@ -12366,16 +12918,23 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        // bind lightmap texture
 
        // water/refraction/reflection/camera surfaces have to be handled specially
-       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
+       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
        {
                int start, end, startplaneindex;
                for (start = 0;start < texturenumsurfaces;start = end)
                {
                        startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
+                       if(startplaneindex < 0)
+                       {
+                               // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
+                               // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
+                               end = start + 1;
+                               continue;
+                       }
                        for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
                                ;
                        // now that we have a batch using the same planeindex, render it
-                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
                        {
                                // render water or distortion background
                                GL_DepthMask(true);
@@ -12386,7 +12945,7 @@ 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_BASE, end-start, texturesurfacelist + start, NULL);
                                RSurf_DrawBatch();
                        }
-                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
+                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // render surface with reflection texture as input
                                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
@@ -12462,6 +13021,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                       else if (FAKELIGHT_ENABLED)
+                               RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else if (rsurface.uselightmaptexture)
                                RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else
@@ -12494,7 +13055,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(1, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
                        RSurf_DrawBatch();
                        break;
@@ -12547,6 +13108,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
+                               else if (FAKELIGHT_ENABLED)
+                                       RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
                                else if (rsurface.uselightmaptexture)
                                        RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
                                else
@@ -12595,7 +13158,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
                        RSurf_DrawBatch();
                        break;
@@ -12618,7 +13181,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        float c[4];
 
        GL_AlphaTest(false);
-       R_Mesh_ResetTextureState();
+//     R_Mesh_ResetTextureState();
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        if(rsurface.texture && rsurface.texture->currentskinframe)
@@ -12698,6 +13261,14 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                        RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
                        r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
                }
+               else if (FAKELIGHT_ENABLED)
+               {
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+
+                       r_refdef.lightmapintensity = r_fakelight_intensity.value;
+                       RSurf_DrawBatch_GL11_ApplyFakeLight();
+                       r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
+               }
                else
                {
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
@@ -12805,6 +13376,8 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
@@ -12833,6 +13406,8 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
@@ -12870,6 +13445,8 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13:
@@ -12914,12 +13491,15 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
                                GL_AlphaTest(false);
-                               R_Mesh_ResetTextureState();
+//                             R_Mesh_ResetTextureState();
                                R_SetupShader_DepthOrShadow();
                        }
                        RSurf_SetupDepthAndCulling();
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+                       if (rsurface.batchvertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
                        RSurf_DrawBatch();
                }
                if (setup)
@@ -12932,19 +13512,35 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                surface = rsurface.modelsurfaces + surfacelist[i];
                texture = surface->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
-               rsurface.lightmaptexture = surface->lightmaptexture;
-               rsurface.deluxemaptexture = surface->deluxemaptexture;
-               rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
                // scan ahead until we find a different texture
                endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
-               for (;j < endsurface;j++)
+               if(FAKELIGHT_ENABLED)
                {
-                       surface = rsurface.modelsurfaces + surfacelist[j];
-                       if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
-                               break;
-                       texturesurfacelist[texturenumsurfaces++] = surface;
+                       rsurface.lightmaptexture = NULL;
+                       rsurface.deluxemaptexture = NULL;
+                       rsurface.uselightmaptexture = false;
+                       for (;j < endsurface;j++)
+                       {
+                               surface = rsurface.modelsurfaces + surfacelist[j];
+                               if (texture != surface->texture)
+                                       break;
+                               texturesurfacelist[texturenumsurfaces++] = surface;
+                       }
+               }
+               else
+               {
+                       rsurface.lightmaptexture = surface->lightmaptexture;
+                       rsurface.deluxemaptexture = surface->deluxemaptexture;
+                       rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
+                       for (;j < endsurface;j++)
+                       {
+                               surface = rsurface.modelsurfaces + surfacelist[j];
+                               if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
+                                       break;
+                               texturesurfacelist[texturenumsurfaces++] = surface;
+                       }
                }
                // render the range of surfaces
                if (ent == r_refdef.scene.worldentity)
@@ -12986,8 +13582,11 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
        if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
                return;
        RSurf_SetupDepthAndCulling();
-       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+       if (rsurface.batchvertex3fbuffer)
+               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+       else
+               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
        RSurf_DrawBatch();
 }
 
@@ -13028,6 +13627,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
 {
        int i, j;
        texture_t *texture;
+       R_FrameData_SetMark();
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -13038,9 +13638,6 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
-               rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
-               rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
-               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
                if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
@@ -13048,12 +13645,28 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                                ;
                        continue;
                }
-               // simply scan ahead until we find a different texture or lightmap state
-               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
-                       ;
+               if(FAKELIGHT_ENABLED || depthonly || prepass)
+               {
+                       rsurface.lightmaptexture = NULL;
+                       rsurface.deluxemaptexture = NULL;
+                       rsurface.uselightmaptexture = false;
+                       // simply scan ahead until we find a different texture or lightmap state
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
+                               ;
+               }
+               else
+               {
+                       rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
+                       rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
+                       rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+                       // simply scan ahead until we find a different texture or lightmap state
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
+                               ;
+               }
                // render the range of surfaces
                R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
+       R_FrameData_ReturnToMark();
 }
 
 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
@@ -13092,6 +13705,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
 {
        int i, j;
        texture_t *texture;
+       R_FrameData_SetMark();
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -13102,9 +13716,6 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
-               rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
-               rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
-               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
                if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
@@ -13112,12 +13723,28 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                                ;
                        continue;
                }
-               // simply scan ahead until we find a different texture or lightmap state
-               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
-                       ;
+               if(FAKELIGHT_ENABLED || depthonly || prepass)
+               {
+                       rsurface.lightmaptexture = NULL;
+                       rsurface.deluxemaptexture = NULL;
+                       rsurface.uselightmaptexture = false;
+                       // simply scan ahead until we find a different texture or lightmap state
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
+                               ;
+               }
+               else
+               {
+                       rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
+                       rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
+                       rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+                       // simply scan ahead until we find a different texture or lightmap state
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
+                               ;
+               }
                // render the range of surfaces
                R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
        }
+       R_FrameData_ReturnToMark();
 }
 
 float locboxvertex3f[6*4*3] =
@@ -13155,7 +13782,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
        GL_CullFace(GL_NONE);
        R_EntityMatrix(&identitymatrix);
 
-       R_Mesh_ResetTextureState();
+//     R_Mesh_ResetTextureState();
 
        i = surfacelist[0];
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
@@ -13746,9 +14373,9 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
                {
                        e = rsurface.modelelement3i + 3*decal->triangleindex;
-                       VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
-                       VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
-                       VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
+                       VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
+                       VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
+                       VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
                }
                else
                {
@@ -13780,7 +14407,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                // now render the decals all at once
                // (this assumes they all use one particle font texture!)
                RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
-               R_Mesh_ResetTextureState();
+//             R_Mesh_ResetTextureState();
                R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
@@ -13854,11 +14481,17 @@ void R_DrawDebugModel(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                return;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               return;
+       case RENDERPATH_GLES2:
+               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
-       R_Mesh_ResetTextureState();
+//     R_Mesh_ResetTextureState();
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
@@ -13915,7 +14548,7 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
-       if (r_showtris.integer || r_shownormals.integer)
+       if (r_showtris.integer || (r_shownormals.value != 0))
        {
                if (r_showdisabledepthtest.integer)
                {
@@ -13952,13 +14585,13 @@ void R_DrawDebugModel(void)
                                if (r_shownormals.value < 0)
                                {
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 0, 0, 1);
+                                               GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
@@ -13967,37 +14600,37 @@ void R_DrawDebugModel(void)
                                if (r_shownormals.value > 0 && rsurface.batchsvector3f)
                                {
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 0, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
                                        CHECKGLERROR
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, r_refdef.view.colorscale, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
                                        CHECKGLERROR
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
@@ -14144,6 +14777,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
                        break;
                case RENDERPATH_GL13:
@@ -14161,6 +14796,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13:
@@ -14281,7 +14918,6 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri
        const msurface_t *surfacelist = &surface;
 
        // fake enough texture and surface state to render this geometry
-
        surface.texture = texture;
        surface.num_triangles = numtriangles;
        surface.num_firsttriangle = firsttriangle;