]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
renamed MATERIALFLAG_WATER to MATERIALFLAG_WATERSCROLL
[xonotic/darkplaces.git] / gl_rmain.c
index d41416db0a01544d7dfe19f6508c65d24f1c0c00..7310943f7f2a9c64c015bf57e3381b61d9773dd9 100644 (file)
@@ -76,11 +76,17 @@ cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the re
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
 
 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
-cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
+cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
+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_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
 
 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"};
@@ -119,14 +125,9 @@ cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rot
 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"};
 
-extern qboolean v_flipped_state;
+extern cvar_t v_glslgamma;
 
-typedef struct r_glsl_bloomshader_s
-{
-       int program;
-       int loc_Texture_Bloom;
-}
-r_glsl_bloomshader_t;
+extern qboolean v_flipped_state;
 
 static struct r_bloomstate_s
 {
@@ -141,8 +142,6 @@ static struct r_bloomstate_s
        int bloomtexturewidth, bloomtextureheight;
        rtexture_t *texture_bloom;
 
-       r_glsl_bloomshader_t *shader;
-
        // arrays for rendering the screen passes
        float screentexcoord2f[8];
        float bloomtexcoord2f[8];
@@ -150,36 +149,7 @@ static struct r_bloomstate_s
 }
 r_bloomstate;
 
-typedef struct r_waterstate_waterplane_s
-{
-       rtexture_t *texture_refraction;
-       rtexture_t *texture_reflection;
-       mplane_t plane;
-       int materialflags; // combined flags of all water surfaces on this plane
-       unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
-       qboolean pvsvalid;
-}
-r_waterstate_waterplane_t;
-
-#define MAX_WATERPLANES 16
-
-static struct r_waterstate_s
-{
-       qboolean enabled;
-
-       qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
-
-       int waterwidth, waterheight;
-       int texturewidth, textureheight;
-
-       int maxwaterplanes; // same as MAX_WATERPLANES
-       int numwaterplanes;
-       r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
-
-       float screenscale[2];
-       float screencenter[2];
-}
-r_waterstate;
+r_waterstate_t r_waterstate;
 
 // shadow volume bsp struct with automatically growing nodes buffer
 svbsp_t r_svbsp;
@@ -192,6 +162,8 @@ rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_gammaramps;
+unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
 
 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
@@ -453,53 +425,166 @@ static const char *builtinshaderstring =
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"# define myhalf half\n"
-"# define myhalf2 half2\n"
-"# define myhalf3 half3\n"
-"# define myhalf4 half4\n"
-"#else\n"
+"//#ifdef __GLSL_CG_DATA_TYPES\n"
+"//# define myhalf half\n"
+"//# define myhalf2 half2\n"
+"//# define myhalf3 half3\n"
+"//# define myhalf4 half4\n"
+"//#else\n"
 "# define myhalf float\n"
 "# define myhalf2 vec2\n"
 "# define myhalf3 vec3\n"
 "# define myhalf4 vec4\n"
+"//#endif\n"
+"\n"
+"#ifdef MODE_DEPTH_OR_SHADOW\n"
+"\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"# endif\n"
+"\n"
+"#else\n"
+"\n"
+"#ifdef MODE_POSTPROCESS\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+"      gl_FrontColor = gl_Color;\n"
+"      gl_Position = ftransform();\n"
+"      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+"#ifdef USEGLOW\n"
+"      gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
 "#endif\n"
+"}\n"
+"# endif\n"
+"# ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform sampler2D Texture_First;\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_Second;\n"
+"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler2D Texture_GammaRamps;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform vec4 TintColor;\n"
+"#endif\n"
+"#ifdef USECOLORMOD\n"
+"uniform vec3 Gamma;\n"
+"#endif\n"
+"//uncomment these if you want to use them:\n"
+"// uniform vec4 UserVec1;\n"
+"// uniform vec4 UserVec2;\n"
+"// uniform vec4 UserVec3;\n"
+"// uniform vec4 UserVec4;\n"
+"// uniform float ClientTime;\n"
+"// uniform vec2 PixelSize;\n"
+"void main(void)\n"
+"{\n"
+"      gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"#ifdef USEGLOW\n"
+"      gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
+"#endif\n"
+"\n"
+"#ifdef USEPOSTPROCESSING\n"
+"// add your own postprocessing here or make your own ifdef for it\n"
+"#endif\n"
+"\n"
+"#ifdef USEGAMMARAMPS\n"
+"      gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
+"      gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
+"      gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
+"#endif\n"
+"}\n"
+"# endif\n"
+"\n"
+"\n"
+"#else\n"
+"#ifdef MODE_GENERIC\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+"      gl_FrontColor = gl_Color;\n"
+"#  ifdef USEDIFFUSE\n"
+"      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+"#  endif\n"
+"#  ifdef USESPECULAR\n"
+"      gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+"#  endif\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"# endif\n"
+"# ifdef FRAGMENT_SHADER\n"
+"\n"
+"#  ifdef USEDIFFUSE\n"
+"uniform sampler2D Texture_First;\n"
+"#  endif\n"
+"#  ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Second;\n"
+"#  endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      gl_FragColor = gl_Color;\n"
+"#  ifdef USEDIFFUSE\n"
+"      gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"#  endif\n"
+"\n"
+"#  ifdef USESPECULAR\n"
+"      vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"#  endif\n"
+"#  ifdef USECOLORMAPPING\n"
+"      gl_FragColor *= tex2;\n"
+"#  endif\n"
+"#  ifdef USEGLOW\n"
+"      gl_FragColor += tex2;\n"
+"#  endif\n"
+"#  ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
+"#  endif\n"
+"}\n"
+"# endif\n"
+"\n"
+"#else // !MODE_GENERIC\n"
 "\n"
 "varying vec2 TexCoord;\n"
 "varying vec2 TexCoordLightmap;\n"
 "\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 CubeVector;\n"
-"//#endif\n"
+"#endif\n"
 "\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 LightVector;\n"
-"//#else\n"
-"//# ifdef MODE_LIGHTDIRECTION\n"
-"//varying vec3 LightVector;\n"
-"//# endif\n"
-"//#endif\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
 "\n"
 "varying vec3 EyeVector;\n"
-"//#ifdef USEFOG\n"
+"#ifdef USEFOG\n"
 "varying vec3 EyeVectorModelSpace;\n"
-"//#endif\n"
+"#endif\n"
 "\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
-"//#ifdef MODE_WATER\n"
+"#ifdef MODE_WATER\n"
 "varying vec4 ModelViewProjectionPosition;\n"
-"//#else\n"
-"//# ifdef MODE_REFRACTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//# else\n"
-"//#  ifdef USEREFLECTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//#  endif\n"
-"//# endif\n"
-"//#endif\n"
+"#endif\n"
+"#ifdef MODE_REFRACTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#endif\n"
 "\n"
 "\n"
 "\n"
@@ -512,7 +597,7 @@ static const char *builtinshaderstring =
 "uniform vec3 EyePosition;\n"
 "uniform vec3 LightDir;\n"
 "\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
 "\n"
 "void main(void)\n"
 "{\n"
@@ -593,16 +678,20 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
 "uniform sampler2D Texture_Gloss;\n"
-"uniform samplerCube Texture_Cube;\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform sampler2D Texture_FogMask;\n"
+"uniform sampler2D Texture_Glow;\n"
+"uniform sampler2D Texture_SecondaryNormal;\n"
+"uniform sampler2D Texture_SecondaryColor;\n"
+"uniform sampler2D Texture_SecondaryGloss;\n"
+"uniform sampler2D Texture_SecondaryGlow;\n"
 "uniform sampler2D Texture_Pants;\n"
 "uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_FogMask;\n"
 "uniform sampler2D Texture_Lightmap;\n"
 "uniform sampler2D Texture_Deluxemap;\n"
-"uniform sampler2D Texture_Glow;\n"
-"uniform sampler2D Texture_Reflection;\n"
 "uniform sampler2D Texture_Refraction;\n"
+"uniform sampler2D Texture_Reflection;\n"
+"uniform sampler2D Texture_Attenuation;\n"
+"uniform samplerCube Texture_Cube;\n"
 "\n"
 "uniform myhalf3 LightColor;\n"
 "uniform myhalf3 AmbientColor;\n"
@@ -716,11 +805,11 @@ static const char *builtinshaderstring =
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\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"
 "}\n"
 "\n"
-"#else // MODE_WATER\n"
+"#else // !MODE_WATER\n"
 "#ifdef MODE_REFRACTION\n"
 "\n"
 "// refraction pass\n"
@@ -738,7 +827,7 @@ static const char *builtinshaderstring =
 "      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
 "}\n"
 "\n"
-"#else // MODE_REFRACTION\n"
+"#else // !MODE_REFRACTION\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -752,7 +841,28 @@ static const char *builtinshaderstring =
 "#ifdef USECOLORMAPPING\n"
 "      color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
+"      //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
+"      //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
+"      color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
+"      //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
+"#endif\n"
 "\n"
+"#ifdef USEDIFFUSE\n"
+"      // get the surface normal and the gloss color\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+"      myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
+"#  ifdef USESPECULAR\n"
+"      myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"#  endif\n"
+"# else\n"
+"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
+"#  ifdef USESPECULAR\n"
+"      myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
+"#  endif\n"
+"# endif\n"
+"#endif\n"
 "\n"
 "\n"
 "\n"
@@ -763,23 +873,22 @@ static const char *builtinshaderstring =
 "      // compute color intensity for the two textures (colormap and glossmap)\n"
 "      // scale by light color and attenuation as efficiently as possible\n"
 "      // (do as much scalar math as possible rather than vector math)\n"
-"# ifdef USESPECULAR\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
+"# ifdef USEDIFFUSE\n"
+"      // get the light normal\n"
 "      myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
+"# endif\n"
+"# ifdef USESPECULAR\n"
 "      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhalf3(texture2D(Texture_Gloss, TexCoord)));\n"
+"      color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
 "# else\n"
 "#  ifdef USEDIFFUSE\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
-"      myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
-"\n"
 "      // calculate directional shading\n"
-"      color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
+"      color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
 "#  else\n"
 "      // calculate directionless shading\n"
-"      color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"      color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
 "#  endif\n"
 "# endif\n"
 "\n"
@@ -795,20 +904,17 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "      // directional model lighting\n"
-"# ifdef USESPECULAR\n"
-"      // get the surface normal and light normal\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
+"# ifdef USEDIFFUSE\n"
+"      // get the light normal\n"
 "      myhalf3 diffusenormal = myhalf3(LightVector);\n"
-"\n"
+"# endif\n"
+"# ifdef USESPECULAR\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
 "      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
 "      color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "# else\n"
 "#  ifdef USEDIFFUSE\n"
-"      // get the surface normal and light normal\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
-"      myhalf3 diffusenormal = myhalf3(LightVector);\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
@@ -816,8 +922,6 @@ static const char *builtinshaderstring =
 "      color.rgb *= AmbientColor;\n"
 "#  endif\n"
 "# endif\n"
-"\n"
-"      color.a *= TintColor.a;\n"
 "#endif // MODE_LIGHTDIRECTION\n"
 "\n"
 "\n"
@@ -826,9 +930,7 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
-"      // get the surface normal and light normal\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
-"\n"
+"      // get the light normal\n"
 "      myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
 "      myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
 "      // calculate directional shading\n"
@@ -840,8 +942,6 @@ static const char *builtinshaderstring =
 "\n"
 "      // apply lightmap color\n"
 "      color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"\n"
-"      color *= TintColor;\n"
 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "\n"
 "\n"
@@ -850,9 +950,7 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
 "      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
 "\n"
-"      // get the surface normal and light normal\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
-"\n"
+"      // get the light normal\n"
 "      myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
 "      // calculate directional shading\n"
 "      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
@@ -863,8 +961,6 @@ static const char *builtinshaderstring =
 "\n"
 "      // apply lightmap color\n"
 "      color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"\n"
-"      color *= TintColor;\n"
 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
 "\n"
 "\n"
@@ -873,8 +969,6 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTMAP\n"
 "      // apply lightmap color\n"
 "      color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
-"\n"
-"      color *= TintColor;\n"
 "#endif // MODE_LIGHTMAP\n"
 "\n"
 "\n"
@@ -883,15 +977,12 @@ static const char *builtinshaderstring =
 "#ifdef MODE_VERTEXCOLOR\n"
 "      // apply lightmap color\n"
 "      color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
-"\n"
-"      color *= TintColor;\n"
 "#endif // MODE_VERTEXCOLOR\n"
 "\n"
 "\n"
 "\n"
 "\n"
 "#ifdef MODE_FLATCOLOR\n"
-"      color *= TintColor;\n"
 "#endif // MODE_FLATCOLOR\n"
 "\n"
 "\n"
@@ -900,6 +991,7 @@ static const char *builtinshaderstring =
 "\n"
 "\n"
 "\n"
+"      color *= TintColor;\n"
 "\n"
 "#ifdef USEGLOW\n"
 "      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
@@ -926,10 +1018,14 @@ static const char *builtinshaderstring =
 "\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
-"#endif // MODE_REFRACTION\n"
-"#endif // MODE_WATER\n"
+"#endif // !MODE_REFRACTION\n"
+"#endif // !MODE_WATER\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
+"\n"
+"#endif // !MODE_GENERIC\n"
+"#endif // !MODE_POSTPROCESS\n"
+"#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
 typedef struct shaderpermutationinfo_s
@@ -951,39 +1047,48 @@ shadermodeinfo_t;
 
 typedef enum shaderpermutation_e
 {
-       SHADERPERMUTATION_COLORMAPPING = 1<<0, // indicates this is a colormapped skin
-       SHADERPERMUTATION_CONTRASTBOOST = 1<<1, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
-       SHADERPERMUTATION_FOG = 1<<2, // tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_CUBEFILTER = 1<<3, // (lightsource) use cubemap light filter
-       SHADERPERMUTATION_GLOW = 1<<4, // (lightmap) blend in an additive glow texture
-       SHADERPERMUTATION_DIFFUSE = 1<<5, // (lightsource) whether to use directional shading
-       SHADERPERMUTATION_SPECULAR = 1<<6, // (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_REFLECTION = 1<<7, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<8, // adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<9, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_LIMIT = 1<<10, // size of permutations array
-       SHADERPERMUTATION_COUNT = 10 // size of shaderpermutationinfo array
+       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_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
+       SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+       SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
+       SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
+       SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
+       SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
+       SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+       SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
+       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+       SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
+       SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
+       SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
+       SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 {
+       {"#define USEDIFFUSE\n", " diffuse"},
+       {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
        {"#define USECOLORMAPPING\n", " colormapping"},
        {"#define USECONTRASTBOOST\n", " contrastboost"},
        {"#define USEFOG\n", " fog"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEGLOW\n", " glow"},
-       {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+       {"#define USEGAMMARAMPS\n", " gammaramps"},
+       {"#define USEPOSTPROCESSING\n", " postprocessing"},
 };
 
 // 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)
@@ -1000,6 +1105,9 @@ shadermode_t;
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
 {
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
        {"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"},
@@ -1018,23 +1126,29 @@ typedef struct r_glsl_permutation_s
        // 0 if compilation failed
        int program;
        // locations of detected uniforms in program object, or -1 if not found
+       int loc_Texture_First;
+       int loc_Texture_Second;
+       int loc_Texture_GammaRamps;
        int loc_Texture_Normal;
        int loc_Texture_Color;
        int loc_Texture_Gloss;
-       int loc_Texture_Cube;
-       int loc_Texture_Attenuation;
-       int loc_Texture_FogMask;
+       int loc_Texture_Glow;
+       int loc_Texture_SecondaryNormal;
+       int loc_Texture_SecondaryColor;
+       int loc_Texture_SecondaryGloss;
+       int loc_Texture_SecondaryGlow;
        int loc_Texture_Pants;
        int loc_Texture_Shirt;
+       int loc_Texture_FogMask;
        int loc_Texture_Lightmap;
        int loc_Texture_Deluxemap;
-       int loc_Texture_Glow;
+       int loc_Texture_Attenuation;
+       int loc_Texture_Cube;
        int loc_Texture_Refraction;
        int loc_Texture_Reflection;
        int loc_FogColor;
        int loc_LightPosition;
        int loc_EyePosition;
-       int loc_LightColor;
        int loc_Color_Pants;
        int loc_Color_Shirt;
        int loc_FogRangeRecip;
@@ -1051,6 +1165,7 @@ typedef struct r_glsl_permutation_s
        int loc_SpecularColor;
        int loc_LightDir;
        int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+       int loc_GammaCoeff; // 1 / gamma
        int loc_DistortScaleRefractReflect;
        int loc_ScreenScaleRefractReflect;
        int loc_ScreenCenterRefractReflect;
@@ -1058,6 +1173,12 @@ typedef struct r_glsl_permutation_s
        int loc_ReflectColor;
        int loc_ReflectFactor;
        int loc_ReflectOffset;
+       int loc_UserVec1;
+       int loc_UserVec2;
+       int loc_UserVec3;
+       int loc_UserVec4;
+       int loc_ClientTime;
+       int loc_PixelSize;
 }
 r_glsl_permutation_t;
 
@@ -1165,62 +1286,81 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per
                qglUseProgramObjectARB(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_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_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
-               p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
-               p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
-               p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
-               p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
-               p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
-               p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
-               p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
-               p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
-               p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
-               p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
-               p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
-               p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
-               p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
-               p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
-               p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
-               p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
-               p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
-               p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
-               p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
-               p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
-               p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
-               p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
-               p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
-               p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
-               p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
-               p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
-               p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
-               p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
-               p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
+               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_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+               p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
+               p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
+               p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
+               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
+               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
+               p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
+               p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
+               p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+               p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
+               p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
+               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
+               p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
+               p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
+               p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
+               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+               p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
+               p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
+               p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
+               p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
+               p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
+               p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
                p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
-               p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
                p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
-               p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
-               p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
-               p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
-               p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
+               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
+               p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
+               p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
+               p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
+               p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
+               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_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
+               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
                // initialize the samplers to refer to the texture units we use
-               if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
-               if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
-               if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
-               if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
-               if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
-               if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
-               if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
-               if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
-               if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
-               if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
-               if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
-               if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
-               if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
+               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_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);
                CHECKGLERROR
-               qglUseProgramObjectARB(0);CHECKGLERROR
                if (developer.integer)
                        Con_Printf("GLSL shader %s compiled.\n", permutationname);
        }
@@ -1262,7 +1402,7 @@ void R_GLSL_DumpShader_f(void)
        FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
        for (i = 0;i < SHADERMODE_COUNT;i++)
                FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
-       for (i = 0;i < SHADERPERMUTATION_LIMIT;i++)
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
                FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
        FS_Print(file, "\n");
        FS_Print(file, builtinshaderstring);
@@ -1271,10 +1411,99 @@ void R_GLSL_DumpShader_f(void)
        Con_Printf("glsl/default.glsl written\n");
 }
 
+void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
+{
+       r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
+       if (r_glsl_permutation != perm)
+       {
+               r_glsl_permutation = perm;
+               if (!r_glsl_permutation->program)
+               {
+                       if (!r_glsl_permutation->compiled)
+                               R_GLSL_CompilePermutation(mode, permutation);
+                       if (!r_glsl_permutation->program)
+                       {
+                               // remove features until we find a valid permutation
+                               int i;
+                               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                               {
+                                       // reduce i more quickly whenever it would not remove any bits
+                                       int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
+                                       if (!(permutation & j))
+                                               continue;
+                                       permutation -= j;
+                                       r_glsl_permutation = &r_glsl_permutations[mode][permutation];
+                                       if (!r_glsl_permutation->compiled)
+                                               R_GLSL_CompilePermutation(mode, permutation);
+                                       if (r_glsl_permutation->program)
+                                               break;
+                               }
+                               if (i >= SHADERPERMUTATION_COUNT)
+                               {
+                                       Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
+                                       Cvar_SetValueQuick(&r_glsl, 0);
+                                       R_GLSL_Restart_f(); // unload shaders
+                                       return; // no bit left to clear
+                               }
+                       }
+               }
+               CHECKGLERROR
+               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+       }
+}
+
+void R_SetupGenericShader(qboolean usetexture)
+{
+       if (gl_support_fragment_shader)
+       {
+               if (r_glsl.integer && r_glsl_usegeneric.integer)
+                       R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
+               else if (r_glsl_permutation)
+               {
+                       r_glsl_permutation = NULL;
+                       qglUseProgramObjectARB(0);CHECKGLERROR
+               }
+       }
+}
+
+void R_SetupGenericTwoTextureShader(int texturemode)
+{
+       if (gl_support_fragment_shader)
+       {
+               if (r_glsl.integer && r_glsl_usegeneric.integer)
+                       R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               else if (r_glsl_permutation)
+               {
+                       r_glsl_permutation = NULL;
+                       qglUseProgramObjectARB(0);CHECKGLERROR
+               }
+       }
+       if (!r_glsl_permutation)
+       {
+               if (texturemode == GL_DECAL && gl_combine.integer)
+                       texturemode = GL_INTERPOLATE_ARB;
+               R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
+       }
+}
+
+void R_SetupDepthOrShadowShader(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               if (r_glsl.integer && r_glsl_usegeneric.integer)
+                       R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               else if (r_glsl_permutation)
+               {
+                       r_glsl_permutation = NULL;
+                       qglUseProgramObjectARB(0);CHECKGLERROR
+               }
+       }
+}
+
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
+void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -1282,7 +1511,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        // fragment shader on features that are not being used
        unsigned int permutation = 0;
        shadermode_t mode = 0;
-       r_glsl_permutation = NULL;
        // TODO: implement geometry-shader based shadow volumes someday
        if (r_glsl_offsetmapping.integer)
        {
@@ -1302,6 +1530,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        {
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
@@ -1319,7 +1549,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        {
                // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_FLATCOLOR;
-               if (rsurface.texture->currentskinframe->glow)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
@@ -1340,7 +1572,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        {
                // directional model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->currentskinframe->glow)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
@@ -1358,7 +1592,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        {
                // ambient model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->currentskinframe->glow)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
@@ -1379,6 +1615,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
@@ -1386,6 +1623,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
                        mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
@@ -1399,7 +1637,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
                }
-               if (rsurface.texture->currentskinframe->glow)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
@@ -1410,44 +1650,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
-       r_glsl_permutation = &r_glsl_permutations[mode][permutation];
-       if (!r_glsl_permutation->program)
-       {
-               if (!r_glsl_permutation->compiled)
-                       R_GLSL_CompilePermutation(mode, permutation);
-               if (!r_glsl_permutation->program)
-               {
-                       // remove features until we find a valid permutation
-                       int i;
-                       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       {
-                               // reduce i more quickly whenever it would not remove any bits
-                               int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
-                               if (!(permutation & j))
-                                       continue;
-                               permutation -= j;
-                               r_glsl_permutation = &r_glsl_permutations[mode][permutation];
-                               if (!r_glsl_permutation->compiled)
-                                       R_GLSL_CompilePermutation(mode, permutation);
-                               if (r_glsl_permutation->program)
-                                       break;
-                       }
-                       if (i >= SHADERPERMUTATION_COUNT)
-                       {
-                               Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
-                               Cvar_SetValueQuick(&r_glsl, 0);
-                               return 0; // no bit left to clear
-                       }
-               }
-       }
-       CHECKGLERROR
-       qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+       R_SetupShader_SetPermutation(mode, permutation);
        if (mode == SHADERMODE_LIGHTSOURCE)
        {
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
                if (permutation & SHADERPERMUTATION_DIFFUSE)
                {
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
                        if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
                        if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
@@ -1455,31 +1664,48 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                else
                {
                        // ambient only is simpler
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
                        if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
                        if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
                }
-       }
-       else if (mode == SHADERMODE_LIGHTDIRECTION)
-       {
-               if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
-               if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
-               if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
-               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]);
+               // 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);
        }
        else
        {
-               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
-               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
-               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
+               if (mode == SHADERMODE_LIGHTDIRECTION)
+               {
+                       if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
+                       if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
+                       if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
+                       if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+               }
+               else
+               {
+                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
+                       if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
+               }
+               if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
+               if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+               // additive passes are only darkened by fog, not tinted
+               if (r_glsl_permutation->loc_FogColor >= 0)
+               {
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       else
+                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+               }
+               if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+               if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+               if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+               if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+               if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+               if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+               if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
        }
-       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
-       if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
        if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
        {
                // The formula used is actually:
@@ -1493,14 +1719,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        }
        else
                if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
-       if (r_glsl_permutation->loc_FogColor >= 0)
-       {
-               // additive passes are only darkened by fog, not tinted
-               if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
-                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-               else
-                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
-       }
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
@@ -1519,15 +1737,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
        if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
-       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_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);
        CHECKGLERROR
-       return permutation;
 }
 
 #define SKINFRAME_HASH 1024
@@ -1930,6 +2140,7 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        r_texture_fogattenuation = NULL;
+       r_texture_gammaramps = NULL;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
@@ -1959,6 +2170,7 @@ void gl_main_shutdown(void)
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
+       r_texture_gammaramps = NULL;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
@@ -2040,10 +2252,17 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fog_exp2);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
+       Cvar_RegisterVariable(&r_glsl_contrastboost);
+       Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
-       Cvar_RegisterVariable(&r_glsl_deluxemapping);
+       Cvar_RegisterVariable(&r_glsl_postprocess);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
+       Cvar_RegisterVariable(&r_glsl_usegeneric);
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
        Cvar_RegisterVariable(&r_water_clippingplanebias);
@@ -2062,7 +2281,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
-       Cvar_RegisterVariable(&r_glsl_contrastboost);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
@@ -2374,10 +2592,10 @@ static void R_View_SetFrustum(void)
 {
        int i;
        double slopex, slopey;
+       vec3_t forward, left, up, origin;
 
-       // break apart the view matrix into vectors for various purposes
-       Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
-       VectorNegate(r_refdef.view.left, r_refdef.view.right);
+       // we can't trust r_refdef.view.forward and friends in reflected scenes
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
 
 #if 0
        r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
@@ -2445,11 +2663,11 @@ static void R_View_SetFrustum(void)
        {
                slopex = 1.0 / r_refdef.view.frustum_x;
                slopey = 1.0 / r_refdef.view.frustum_y;
-               VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal);
-               VectorMA(r_refdef.view.forward,  slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal);
-               VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up  , r_refdef.view.frustum[2].normal);
-               VectorMA(r_refdef.view.forward,  slopey, r_refdef.view.up  , r_refdef.view.frustum[3].normal);
-               VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
+               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);
 
                // 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
@@ -2460,10 +2678,10 @@ static void R_View_SetFrustum(void)
                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, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]);
-               VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]);
-               VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]);
-               VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
 
                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);
@@ -2473,11 +2691,11 @@ static void R_View_SetFrustum(void)
        }
        else
        {
-               VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
-               VectorScale(r_refdef.view.left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
-               VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
-               VectorScale(r_refdef.view.up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
-               VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
+               VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
+               VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
+               VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
+               VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].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.ortho_x;
                r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
                r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
@@ -2500,27 +2718,27 @@ static void R_View_SetFrustum(void)
        // Quake2 has it disabled as well.
 
        // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2));
+       //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
        //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
        //PlaneClassify(&frustum[0]);
 
        // rotate R_VIEWFORWARD left by FOV_X/2 degrees
-       //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2));
+       //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
        //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
        //PlaneClassify(&frustum[1]);
 
        // rotate R_VIEWFORWARD up by FOV_X/2 degrees
-       //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2));
+       //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
        //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
        //PlaneClassify(&frustum[2]);
 
        // rotate R_VIEWFORWARD down by FOV_X/2 degrees
-       //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2));
+       //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
        //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
        //PlaneClassify(&frustum[3]);
 
        // nearclip plane
-       //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
+       //VectorCopy(forward, r_refdef.view.frustum[4].normal);
        //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
        //PlaneClassify(&frustum[4]);
 }
@@ -2532,7 +2750,7 @@ void R_View_Update(void)
        R_View_UpdateEntityVisible();
 }
 
-void R_SetupView(void)
+void R_SetupView(qboolean allowwaterclippingplane)
 {
        if (!r_refdef.view.useperspective)
                GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
@@ -2543,7 +2761,7 @@ void R_SetupView(void)
 
        GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
 
-       if (r_refdef.view.useclipplane)
+       if (r_refdef.view.useclipplane && allowwaterclippingplane)
        {
                // LordHavoc: couldn't figure out how to make this approach the
                vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
@@ -2556,11 +2774,6 @@ void R_SetupView(void)
 
 void R_ResetViewRendering2D(void)
 {
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-
        DrawQ_Finish();
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
@@ -2585,20 +2798,16 @@ void R_ResetViewRendering2D(void)
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+       R_SetupGenericShader(true);
 }
 
 void R_ResetViewRendering3D(void)
 {
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-
        DrawQ_Finish();
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
        qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
-       R_SetupView();
+       R_SetupView(true);
        GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
@@ -2618,69 +2827,9 @@ void R_ResetViewRendering3D(void)
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        GL_CullFace(r_refdef.view.cullface_back);
+       R_SetupGenericShader(true);
 }
 
-/*
-       R_Bloom_SetupShader(
-"// bloom shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"#define myhalf half\n"
-"#define myhalf2 half2\n"
-"#define myhalf3 half3\n"
-"#define myhalf4 half4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhalf2 vec2\n"
-"#define myhalf3 vec3\n"
-"#define myhalf4 vec4\n"
-"#endif\n"
-"\n"
-"varying vec2 ScreenTexCoord;\n"
-"varying vec2 BloomTexCoord;\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// vertex shader specific:\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
-"      BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
-"      // transform vertex to camera space, using ftransform to match non-VS\n"
-"      // rendering\n"
-"      gl_Position = ftransform();\n"
-"}\n"
-"\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      int x, y;
-"      myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
-"      for (x = -BLUR_X;x <= BLUR_X;x++)
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-
-"      gl_FragColor = vec4(color);\n"
-"}\n"
-"\n"
-"#endif // FRAGMENT_SHADER\n"
-*/
-
 void R_RenderScene(qboolean addwaterplanes);
 
 static void R_Water_StartFrame(void)
@@ -2751,6 +2900,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        vec3_t vert[3];
        vec3_t normal;
        vec3_t center;
+       mplane_t plane;
        r_waterstate_waterplane_t *p;
        // just use the first triangle with a valid normal for any decisions
        VectorClear(normal);
@@ -2764,6 +2914,21 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
                        break;
        }
 
+       VectorCopy(normal, plane.normal);
+       VectorNormalize(plane.normal);
+       plane.dist = DotProduct(vert[0], plane.normal);
+       PlaneClassify(&plane);
+       if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
+       {
+               // skip backfaces (except if nocullface is set)
+               if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+                       return;
+               VectorNegate(plane.normal, plane.normal);
+               plane.dist *= -1;
+               PlaneClassify(&plane);
+       }
+
+
        // find a matching plane if there is one
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
                if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
@@ -2776,17 +2941,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        {
                // store the new plane
                r_waterstate.numwaterplanes++;
-               VectorCopy(normal, p->plane.normal);
-               VectorNormalize(p->plane.normal);
-               p->plane.dist = DotProduct(vert[0], p->plane.normal);
-               PlaneClassify(&p->plane);
-               // flip the plane if it does not face the viewer
-               if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
-               {
-                       VectorNegate(p->plane.normal, p->plane.normal);
-                       p->plane.dist *= -1;
-                       PlaneClassify(&p->plane);
-               }
+               p->plane = plane;
                // clear materialflags and pvs
                p->materialflags = 0;
                p->pvsvalid = false;
@@ -2862,6 +3017,8 @@ static void R_Water_ProcessPlanes(void)
                {
                        // 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;
@@ -2915,6 +3072,8 @@ void R_Bloom_StartFrame(void)
        r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
        r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
        r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
+       r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
+       r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
 
        // calculate desired texture sizes
        if (gl_support_arb_texture_non_power_of_two)
@@ -2932,33 +3091,16 @@ void R_Bloom_StartFrame(void)
                for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
        }
 
-       if (r_hdr.integer)
-       {
-               screentexturewidth = screentextureheight = 0;
-       }
-       else if (r_bloom.integer)
+       if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
        {
+               Cvar_SetValueQuick(&r_hdr, 0);
+               Cvar_SetValueQuick(&r_bloom, 0);
        }
-       else
-       {
+
+       if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
                screentexturewidth = screentextureheight = 0;
+       if (!r_hdr.integer && !r_bloom.integer)
                bloomtexturewidth = bloomtextureheight = 0;
-       }
-
-       if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
-       {
-               // can't use bloom if the parameters are too weird
-               // can't use bloom if the card does not support the texture size
-               if (r_bloomstate.texture_screen)
-                       R_FreeTexture(r_bloomstate.texture_screen);
-               if (r_bloomstate.texture_bloom)
-                       R_FreeTexture(r_bloomstate.texture_bloom);
-               memset(&r_bloomstate, 0, sizeof(r_bloomstate));
-               return;
-       }
-
-       r_bloomstate.enabled = true;
-       r_bloomstate.hdr = r_hdr.integer != 0;
 
        // allocate textures as needed
        if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
@@ -2985,10 +3127,10 @@ void R_Bloom_StartFrame(void)
        // set up a texcoord array for the full resolution screen image
        // (we have to keep this around to copy back during final render)
        r_bloomstate.screentexcoord2f[0] = 0;
-       r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
-       r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
        r_bloomstate.screentexcoord2f[5] = 0;
        r_bloomstate.screentexcoord2f[6] = 0;
        r_bloomstate.screentexcoord2f[7] = 0;
@@ -2997,36 +3139,33 @@ void R_Bloom_StartFrame(void)
        // (which will be additive blended over the screen image)
        r_bloomstate.bloomtexcoord2f[0] = 0;
        r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
        r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
        r_bloomstate.bloomtexcoord2f[5] = 0;
        r_bloomstate.bloomtexcoord2f[6] = 0;
        r_bloomstate.bloomtexcoord2f[7] = 0;
+
+       if (r_hdr.integer || r_bloom.integer)
+       {
+               r_bloomstate.enabled = true;
+               r_bloomstate.hdr = r_hdr.integer != 0;
+       }
 }
 
-void R_Bloom_CopyScreenTexture(float colorscale)
+void R_Bloom_CopyBloomTexture(float colorscale)
 {
        r_refdef.stats.bloom++;
 
-       R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
-       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-
-       // copy view into the screen texture
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
-
-       // now scale it down to the bloom texture size
+       // scale down screen texture to the bloom texture size
        CHECKGLERROR
        qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
+       R_SetupGenericShader(true);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
@@ -3058,6 +3197,7 @@ void R_Bloom_MakeTexture(void)
        R_ResetViewRendering2D();
        R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
+       R_SetupGenericShader(true);
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
@@ -3201,7 +3341,85 @@ void R_HDR_RenderBloomTexture(void)
 
 static void R_BlendView(void)
 {
-       if (r_bloomstate.enabled && r_bloomstate.hdr)
+       if (r_bloomstate.texture_screen)
+       {
+               // copy view into the screen texture
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+               GL_ActiveTexture(0);CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
+       }
+
+       if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
+       {
+               unsigned int permutation =
+                         (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
+                       | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
+                       | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
+                       | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
+
+               if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
+               {
+                       // render simple bloom effect
+                       // copy the screen and shrink it and darken it for the bloom process
+                       R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
+                       // make the bloom texture
+                       R_Bloom_MakeTexture();
+               }
+
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_Color(1, 1, 1, 1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+               R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
+                       R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
+               if (r_glsl_permutation->loc_TintColor >= 0)
+                       qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               if (r_glsl_permutation->loc_ClientTime >= 0)
+                       qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
+               if (r_glsl_permutation->loc_PixelSize >= 0)
+                       qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+               if (r_glsl_permutation->loc_UserVec1 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
+               }
+               if (r_glsl_permutation->loc_UserVec2 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
+               }
+               if (r_glsl_permutation->loc_UserVec3 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
+               }
+               if (r_glsl_permutation->loc_UserVec4 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
+               }
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+               return;
+       }
+
+
+
+       if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
        {
                // render high dynamic range bloom effect
                // the bloom texture was made earlier this render, so we just need to
@@ -3209,6 +3427,7 @@ static void R_BlendView(void)
                R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
                R_Mesh_ColorPointer(NULL, 0, 0);
+               R_SetupGenericShader(true);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ONE);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
@@ -3216,11 +3435,11 @@ static void R_BlendView(void)
                R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
        }
-       else if (r_bloomstate.enabled)
+       else if (r_bloomstate.texture_bloom)
        {
                // render simple bloom effect
                // copy the screen and shrink it and darken it for the bloom process
-               R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
+               R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
                // make the bloom texture
                R_Bloom_MakeTexture();
                // put the original screen image back in place and blend the bloom
@@ -3235,12 +3454,13 @@ static void R_BlendView(void)
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
-                       R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+                       R_SetupGenericTwoTextureShader(GL_ADD);
                        R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
                        R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
                else
                {
+                       R_SetupGenericShader(true);
                        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
                        // now blend on the bloom texture
@@ -3257,6 +3477,7 @@ static void R_BlendView(void)
                R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
                R_Mesh_ColorPointer(NULL, 0, 0);
+               R_SetupGenericShader(false);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
@@ -3375,7 +3596,74 @@ void R_UpdateVariables(void)
                        R_BuildFogTexture();
        }
        else
-               r_refdef.fogenabled = false;
+               r_refdef.fogenabled = false;
+
+       if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
+       {
+               if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
+               {
+                       // build GLSL gamma texture
+#define RAMPWIDTH 256
+                       unsigned short ramp[RAMPWIDTH * 3];
+                       unsigned char ramprgb[RAMPWIDTH][4];
+                       int i;
+
+                       r_texture_gammaramps_serial = vid_gammatables_serial;
+
+                       VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
+                       for(i = 0; i < RAMPWIDTH; ++i)
+                       {
+                               ramprgb[i][0] = ramp[i] >> 8;
+                               ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
+                               ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
+                               ramprgb[i][3] = 0;
+                       }
+                       if (r_texture_gammaramps)
+                       {
+                               R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
+                       }
+                       else
+                       {
+                               r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+                       }
+               }
+       }
+       else
+       {
+               // remove GLSL gamma texture
+       }
+}
+
+static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
+static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
+/*
+================
+R_SelectScene
+================
+*/
+void R_SelectScene( r_refdef_scene_type_t scenetype ) {
+       if( scenetype != r_currentscenetype ) {
+               // store the old scenetype
+               r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
+               r_currentscenetype = scenetype;
+               // move in the new scene
+               r_refdef.scene = r_scenes_store[ r_currentscenetype ];
+       }
+}
+
+/*
+================
+R_GetScenePointer
+================
+*/
+r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
+{
+       // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
+       if( scenetype == r_currentscenetype ) {
+               return &r_refdef.scene;
+       } else {
+               return &r_scenes_store[ scenetype ];
+       }
 }
 
 /*
@@ -3390,6 +3678,14 @@ void R_RenderView(void)
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value;
 
+       // break apart the view matrix into vectors for various purposes
+       // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
+       // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
+       VectorNegate(r_refdef.view.left, r_refdef.view.right);
+       // make an inverted copy of the view matrix for tracking sprites
+       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+
        R_Shadow_UpdateWorldLightSelection();
 
        R_Bloom_StartFrame();
@@ -3435,7 +3731,8 @@ static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
 void R_RenderScene(qboolean addwaterplanes)
 {
-       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+       r_refdef.stats.renders++;
+
        R_UpdateFogColor();
 
        if (addwaterplanes)
@@ -3569,10 +3866,7 @@ void R_RenderScene(qboolean addwaterplanes)
                        R_TimeReport("explosions");
        }
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
        VM_CL_AddPolygonsToMeshQueue();
 
        if (r_refdef.view.showdebug)
@@ -3599,18 +3893,12 @@ void R_RenderScene(qboolean addwaterplanes)
                }
        }
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
        R_MeshQueue_RenderTransparent();
        if (r_timereport_active)
                R_TimeReport("drawtrans");
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
 
        if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
        {
@@ -3622,10 +3910,7 @@ void R_RenderScene(qboolean addwaterplanes)
                        R_TimeReport("modeldebug");
        }
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
 
        if (cl.csqc_vidvars.drawworld)
        {
@@ -3685,6 +3970,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(color4f, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
        R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
 }
 
@@ -3696,6 +3982,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
        // this function draws bounding boxes of server entities
        if (!sv.active)
                return;
+       R_SetupGenericShader(false);
        SV_VM_Begin();
        for (i = 0;i < numsurfaces;i++)
        {
@@ -3798,6 +4085,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
        GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
+       R_SetupGenericShader(false);
        R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
        if (r_refdef.fogenabled)
        {
@@ -3889,6 +4177,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        }
        else
                GL_CullFace(r_refdef.view.cullface_back);
+       GL_CullFace(GL_NONE);
 
        GL_DepthMask(false);
        GL_DepthRange(0, depthshort ? 0.0625 : 1);
@@ -3911,6 +4200,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(true);
        R_Mesh_TexBind(0, R_GetTexture(texture));
        R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
        // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
@@ -4082,6 +4372,12 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        float tcmat[12];
        q3shaderinfo_layer_tcmod_t *tcmod;
 
+       if (t->basematerialflags & MATERIALFLAG_NODRAW)
+       {
+               t->currentmaterialflags = MATERIALFLAG_NODRAW;
+               return;
+       }
+
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
@@ -4139,6 +4435,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
                */
        }
+       if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
+               t->currentalpha *= t->r_water_wateralpha;
        if(!r_waterstate.enabled)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
        if (!(ent->flags & RENDER_LIGHT))
@@ -4161,12 +4459,18 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (ent->flags & RENDER_VIEWMODEL)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
-       if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+       if (t->backgroundnumskinframes)
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+       if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
+       {
+               if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
+                       t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
+       }
+       else
+               t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
 
-       // make sure that the waterscroll matrix is used on water surfaces when
        // there is no tcmod
-       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+       if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
                t->currenttexmatrix = r_waterscrollmatrix;
 
        for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
@@ -4176,7 +4480,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                case Q3TCMOD_COUNT:
                case Q3TCMOD_NONE:
-                       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+                       if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
                                matrix = r_waterscrollmatrix;
                        else
                                matrix = identitymatrix;
@@ -4253,109 +4557,103 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
        // accurately represents the shading involved
-       if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+       if (gl_lightmaps.integer)
        {
-               t->basetexture = r_texture_white;
+               t->basetexture = r_texture_grey128;
+               t->backgroundbasetexture = NULL;
                t->specularscale = 0;
+               t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
        }
 
        Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
        VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
-       if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+       if (t->currentmaterialflags & MATERIALFLAG_WALL)
        {
-               if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+               int layerflags = 0;
+               int blendfunc1, blendfunc2, depthmask;
+               if (t->currentmaterialflags & MATERIALFLAG_ADD)
                {
-                       int blendfunc1, blendfunc2, depthmask;
-                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
-                       {
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
-                       }
-                       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
-                       {
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       }
-                       else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
-                       {
-                               blendfunc1 = t->customblendfunc[0];
-                               blendfunc2 = t->customblendfunc[1];
-                       }
-                       else
-                       {
-                               blendfunc1 = GL_ONE;
-                               blendfunc2 = GL_ZERO;
-                       }
-                       depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
-                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+                       blendfunc1 = GL_SRC_ALPHA;
+                       blendfunc2 = GL_ONE;
+               }
+               else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+               {
+                       blendfunc1 = GL_SRC_ALPHA;
+                       blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               }
+               else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+               {
+                       blendfunc1 = t->customblendfunc[0];
+                       blendfunc2 = t->customblendfunc[1];
+               }
+               else
+               {
+                       blendfunc1 = GL_ONE;
+                       blendfunc2 = GL_ZERO;
+               }
+               depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
+               if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       // fullbright is not affected by r_refdef.lightmapintensity
+                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+               }
+               else
+               {
+                       vec3_t ambientcolor;
+                       float colorscale;
+                       // set the color tint used for lights affecting this surface
+                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
+                       colorscale = 2;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmap must be
+                       // applied to the color
+                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
+                       if (ent->model->type == mod_brushq3)
+                               colorscale *= r_refdef.scene.rtlightstylevalue[0];
+                       colorscale *= r_refdef.lightmapintensity;
+                       VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
+                       VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
+                       // basic lit geometry
+                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
+                       // add pants/shirt if needed
+                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       // now add ambient passes if needed
+                       if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
                        {
-                               rtexture_t *currentbasetexture;
-                               int layerflags = 0;
-                               if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
-                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
-                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-                               {
-                                       // fullbright is not affected by r_refdef.lightmapintensity
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                               }
-                               else
-                               {
-                                       vec3_t ambientcolor;
-                                       float colorscale;
-                                       // set the color tint used for lights affecting this surface
-                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
-                                       colorscale = 2;
-                                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                                       // would normally be baked into the lightmap must be
-                                       // applied to the color
-                                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
-                                       if (ent->model->type == mod_brushq3)
-                                               colorscale *= r_refdef.scene.rtlightstylevalue[0];
-                                       colorscale *= r_refdef.lightmapintensity;
-                                       VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
-                                       VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
-                                       // basic lit geometry
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       // add pants/shirt if needed
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       // now add ambient passes if needed
-                                       if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
-                                       {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
-                                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                                       }
-                               }
-                               if (t->currentskinframe->glow != NULL)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
-                               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
-                               {
-                                       // if this is opaque use alpha blend which will darken the earlier
-                                       // passes cheaply.
-                                       //
-                                       // if this is an alpha blended material, all the earlier passes
-                                       // were darkened by fog already, so we only need to add the fog
-                                       // color ontop through the fog mask texture
-                                       //
-                                       // if this is an additive blended material, all the earlier passes
-                                       // were darkened by fog already, and we should not add fog color
-                                       // (because the background was not darkened, there is no fog color
-                                       // that was lost behind it).
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
-                               }
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
                        }
                }
+               if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
+                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
+               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+               {
+                       // if this is opaque use alpha blend which will darken the earlier
+                       // passes cheaply.
+                       //
+                       // if this is an alpha blended material, all the earlier passes
+                       // were darkened by fog already, so we only need to add the fog
+                       // color ontop through the fog mask texture
+                       //
+                       // if this is an additive blended material, all the earlier passes
+                       // were darkened by fog already, and we should not add fog color
+                       // (because the background was not darkened, there is no fog color
+                       // that was lost behind it).
+                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
+               }
        }
 }
 
@@ -4391,23 +4689,9 @@ void R_Mesh_ResizeArrays(int newvertices)
        rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
 }
 
-void RSurf_CleanUp(void)
-{
-       CHECKGLERROR
-       if (rsurface.mode == RSURFMODE_GLSL)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       GL_AlphaTest(false);
-       rsurface.mode = RSURFMODE_NONE;
-       rsurface.uselightmaptexture = false;
-       rsurface.texture = NULL;
-}
-
 void RSurf_ActiveWorldEntity(void)
 {
        model_t *model = r_refdef.scene.worldmodel;
-       RSurf_CleanUp();
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = identitymatrix;
@@ -4475,7 +4759,6 @@ void RSurf_ActiveWorldEntity(void)
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        model_t *model = ent->model;
-       RSurf_CleanUp();
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = ent->matrix;
@@ -4744,7 +5027,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                                v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
                                                v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
 #if 0
-                                               Debug_PolygonBegin(NULL, 0, false, 0);
+                                               Debug_PolygonBegin(NULL, 0);
                                                Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
                                                Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
                                                Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
@@ -4771,7 +5054,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
                                        VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
 #if 0
-                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonBegin(NULL, 0);
                                        Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
                                        Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
                                        Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
@@ -4792,14 +5075,14 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        CrossProduct(up, forward, newright);
                                        VectorNormalize(newright);
 #if 0
-                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonBegin(NULL, 0);
                                        Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
                                        Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
                                        Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
                                        Debug_PolygonEnd();
 #endif
 #if 0
-                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonBegin(NULL, 0);
                                        Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
                                        Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
                                        Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
@@ -5497,38 +5780,19 @@ void RSurf_SetupDepthAndCulling(void)
        GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
 }
 
-static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       RSurf_SetupDepthAndCulling();
-       if (rsurface.mode != RSURFMODE_SHOWSURFACES)
-       {
-               rsurface.mode = RSURFMODE_SHOWSURFACES;
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-       }
-       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-       RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-}
-
 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        // transparent sky would be ridiculous
-       if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                return;
-       if (rsurface.mode != RSURFMODE_SKY)
-       {
-               if (rsurface.mode == RSURFMODE_GLSL)
-               {
-                       qglUseProgramObjectARB(0);CHECKGLERROR
-               }
-               rsurface.mode = RSURFMODE_SKY;
-       }
+       R_SetupGenericShader(false);
        if (skyrendernow)
        {
                skyrendernow = false;
+               // we have to force off the water clipping plane while rendering sky
+               R_SetupView(false);
                R_Sky();
+               R_SetupView(true);
                // restore entity matrix
                R_Mesh_Matrix(&rsurface.matrix);
        }
@@ -5547,6 +5811,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
+                       R_SetupDepthOrShadowShader();
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
@@ -5555,6 +5820,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                }
                else
                {
+                       R_SetupGenericShader(false);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                }
@@ -5563,48 +5829,34 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                if (skyrendermasked)
                        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        }
+       R_Mesh_ResetTextureState();
+       GL_Color(1, 1, 1, 1);
 }
 
-static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
                return;
 
-       if (rsurface.mode != RSURFMODE_GLSL)
-       {
-               rsurface.mode = RSURFMODE_GLSL;
-               R_Mesh_ResetTextureState();
-               GL_Color(1, 1, 1, 1);
-       }
-
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
-       R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
-       R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
-       R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
-       R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-       {
-               R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
-               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(NULL, 0, 0);
-       }
-       else if (rsurface.uselightmaptexture)
-       {
-               R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
-               R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+       R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
+       R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
+       R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
+       if (rsurface.texture->backgroundcurrentskinframe)
+       {
+               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
+               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
+       }
+       R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+       if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                R_Mesh_ColorPointer(NULL, 0, 0);
-       }
        else
-       {
-               R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-       }
-       R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
-       R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
-       R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
 
        if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
        {
@@ -5625,32 +5877,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                        R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
                        R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
                        R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
                }
+               GL_LockArrays(0, 0);
 
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(false);
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-               {
-                       R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-                       R_Mesh_ColorPointer(NULL, 0, 0);
-               }
-               else if (rsurface.uselightmaptexture)
-               {
-                       R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
-                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+               if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                        R_Mesh_ColorPointer(NULL, 0, 0);
-               }
                else
-               {
-                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                        R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-               }
-               R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
-               R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+               R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
+               R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
        }
 
        R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
@@ -5670,27 +5908,31 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                GL_DepthMask(true);
                GL_AlphaTest(false);
        }
+       else
+       {
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+       }
 
        if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
                if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
                else
-                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
        }
        else
        {
                if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
                else
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
-       if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
-       {
-       }
+       GL_LockArrays(0, 0);
 }
 
-static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        // OpenGL 1.3 path - anything not completely ancient
        int texturesurfaceindex;
@@ -5699,8 +5941,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface.mode != RSURFMODE_MULTIPASS)
-               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
 
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
@@ -5717,7 +5957,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                                qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
                }
-               GL_DepthMask(layer->depthmask);
+               GL_DepthMask(layer->depthmask && writedepth);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
                if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
                {
@@ -5814,7 +6054,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        }
 }
 
-static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        // OpenGL 1.1 - crusty old voodoo path
        int texturesurfaceindex;
@@ -5822,8 +6062,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface.mode != RSURFMODE_MULTIPASS)
-               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
 
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
@@ -5838,7 +6076,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
                }
-               GL_DepthMask(layer->depthmask);
+               GL_DepthMask(layer->depthmask && writedepth);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
                R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
@@ -5945,113 +6183,17 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        }
 }
 
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
-               return;
-       rsurface.rtlight = NULL;
        CHECKGLERROR
-       if (depthonly)
-       {
-               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
-                       return;
-               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
-                       return;
-               if (rsurface.mode != RSURFMODE_MULTIPASS)
-                       rsurface.mode = RSURFMODE_MULTIPASS;
-               if (r_depthfirst.integer == 3)
-               {
-                       int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
-                       if (!r_refdef.view.showdebug)
-                               GL_Color(0, 0, 0, 1);
-                       else
-                               GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
-               }
-               else
-               {
-                       GL_ColorMask(0,0,0,0);
-                       GL_Color(1,1,1,1);
-               }
-               RSurf_SetupDepthAndCulling();
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-               GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       }
-       else if (r_depthfirst.integer == 3)
-               return;
-       else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
-       {
-               GL_Color(0, 0, 0, 1);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (r_showsurfaces.integer)
-       {
-               if (rsurface.mode != RSURFMODE_MULTIPASS)
-                       rsurface.mode = RSURFMODE_MULTIPASS;
-               RSurf_SetupDepthAndCulling();
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(writedepth);
-               GL_Color(1,1,1,1);
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (gl_lightmaps.integer)
-       {
-               rmeshstate_t m;
-               if (rsurface.mode != RSURFMODE_MULTIPASS)
-                       rsurface.mode = RSURFMODE_MULTIPASS;
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_DepthTest(true);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(writedepth);
-               GL_Color(1,1,1,1);
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_texture_white);
-               m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
-               R_Mesh_TextureState(&m);
-               RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
-                       RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-               else if (rsurface.uselightmaptexture)
-                       RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-               else
-                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-       }
-       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
-               R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
-       else if (rsurface.texture->currentnumlayers)
-       {
-               // write depth for anything we skipped on the depth-only pass earlier
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-                       writedepth = true;
-               RSurf_SetupDepthAndCulling();
-               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               if (r_glsl.integer && gl_support_fragment_shader)
-                       R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
-               else if (gl_combine.integer && r_textureunits.integer >= 2)
-                       R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
-               else
-                       R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
-       }
+       RSurf_SetupDepthAndCulling();
+       if (r_glsl.integer && gl_support_fragment_shader)
+               R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
+       else if (gl_combine.integer && r_textureunits.integer >= 2)
+               R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
+       else
+               R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
        CHECKGLERROR
-       GL_LockArrays(0, 0);
 }
 
 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -6092,16 +6234,74 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
                // render the range of surfaces
-               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
        }
+       GL_AlphaTest(false);
+}
 
-       RSurf_CleanUp();
+static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
+{
+       CHECKGLERROR
+       if (depthonly)
+       {
+               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+                       return;
+               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+                       return;
+               RSurf_SetupDepthAndCulling();
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (r_showsurfaces.integer)
+       {
+               RSurf_SetupDepthAndCulling();
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               if (!r_refdef.view.showdebug)
+               {
+                       GL_Color(0, 0, 0, 1);
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               }
+               else
+                       RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+               R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+       else if (!rsurface.texture->currentnumlayers)
+               return;
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
+       {
+               // transparent surfaces get pushed off into the transparent queue
+               int surfacelistindex;
+               const msurface_t *surface;
+               vec3_t tempcenter, center;
+               for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
+               {
+                       surface = texturesurfacelist[surfacelistindex];
+                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               }
+       }
+       else
+       {
+               // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+       }
+       CHECKGLERROR
 }
 
 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
 {
        int i, j;
-       vec3_t tempcenter, center;
        texture_t *texture;
        // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
        if (addwaterplanes)
@@ -6122,33 +6322,18 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf
                texture = surfacelist[i]->texture;
                rsurface.texture = texture->currentframe;
                rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
-               if (!(rsurface.texture->currentmaterialflags & flagsmask))
+               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
                        for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
                                ;
                        continue;
                }
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-               {
-                       // transparent surfaces get pushed off into the transparent queue
-                       const msurface_t *surface = surfacelist[i];
-                       if (depthonly)
-                               continue;
-                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
-                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
-               }
-               else
-               {
-                       // simply scan ahead until we find a different texture or lightmap state
-                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
-                               ;
-                       // render the range of surfaces
-                       R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
-               }
+               // simply scan ahead until we find a different texture or lightmap state
+               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                       ;
+               // render the range of surfaces
+               R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
        }
 }
 
@@ -6190,6 +6375,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
 
        i = surfacelist[0];
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
@@ -6237,10 +6423,11 @@ void R_DrawDebugModel(entity_render_t *ent)
        model_t *model = ent->model;
        vec3_t v;
 
-       flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
+       flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(false);
@@ -6390,7 +6577,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        }
 
        R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
 
        if (debug)
        {
@@ -6402,6 +6589,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
+       rsurface.rtlight = NULL;
        numsurfacelist = 0;
        j = model->firstmodelsurface;
        endj = j + model->nummodelsurfaces;
@@ -6436,7 +6624,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        r_refdef.stats.world_surfaces += numsurfacelist;
        if (numsurfacelist)
                R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
-       RSurf_CleanUp();
+       GL_AlphaTest(false);
 }
 
 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
@@ -6479,7 +6667,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        }
 
        R_UpdateAllTextureInfo(ent);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
 
        if (debug)
        {
@@ -6491,6 +6679,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
+       rsurface.rtlight = NULL;
        numsurfacelist = 0;
        surface = model->data_surfaces + model->firstmodelsurface;
        endsurface = surface + model->nummodelsurfaces;
@@ -6516,5 +6705,5 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        r_refdef.stats.entities_surfaces += numsurfacelist;
        if (numsurfacelist)
                R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
-       RSurf_CleanUp();
+       GL_AlphaTest(false);
 }