]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added r_transparent_sortsurfacesbynearest cvar (default 1), this
[xonotic/darkplaces.git] / gl_rmain.c
index f802e64a04a6ca4353f55abbb85b89209d72261d..6c26b8de7040514c4269c65a585f824a9255e8cf 100644 (file)
@@ -27,6 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "ft2.h"
 #include "csprogs.h"
 #include "cl_video.h"
+#include "dpsoftrast.h"
 
 #ifdef SUPPORTD3D
 #include <d3d9.h>
@@ -49,14 +50,18 @@ static qboolean r_savedds;
 //
 r_refdef_t r_refdef;
 
-cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
-cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
-cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
-cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
-cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
-cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
-cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
+cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
+cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
+cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
+cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
+cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
+cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
+cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
+cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
+cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
 
 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
@@ -69,6 +74,12 @@ cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables
 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
+cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
+cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
+cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
+cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
+cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
@@ -90,6 +101,7 @@ cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "
 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
+cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
 
@@ -114,8 +126,12 @@ cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset",
 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
+cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
+cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
+cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
+cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -129,20 +145,29 @@ cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the re
 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
 
-cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
-
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
+cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
+cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
+cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
+cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
+cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
+cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
+cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
+cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
+cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
+
 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_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
 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_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
+cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
 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)"};
@@ -159,6 +184,9 @@ cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier"
 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
+cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
+cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
+cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -167,16 +195,23 @@ cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll aro
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+
 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
 
-cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
-cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
+cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
+cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
+cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
+cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
+cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
+cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -185,45 +220,20 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
-cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
-cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
-cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
-cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
-cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
-cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
 
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
-cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
+
+cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 
 extern cvar_t v_glslgamma;
+extern cvar_t v_glslgamma_2d;
 
 extern qboolean v_flipped_state;
 
-static struct r_bloomstate_s
-{
-       qboolean enabled;
-       qboolean hdr;
-
-       int bloomwidth, bloomheight;
-
-       int screentexturewidth, screentextureheight;
-       rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
-
-       int bloomtexturewidth, bloomtextureheight;
-       rtexture_t *texture_bloom;
-
-       // arrays for rendering the screen passes
-       float screentexcoord2f[8];
-       float bloomtexcoord2f[8];
-       float offsettexcoord2f[8];
-
-       r_viewport_t viewport;
-}
-r_bloomstate;
-
-r_waterstate_t r_waterstate;
+r_framebufferstate_t r_fb;
 
 /// shadow volume bsp struct with automatically growing nodes buffer
 svbsp_t r_svbsp;
@@ -251,7 +261,7 @@ typedef struct cubemapinfo_s
 cubemapinfo_t;
 
 int r_texture_numcubemaps;
-cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
+cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
 
 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
@@ -341,7 +351,7 @@ static void R_BuildBlankTextures(void)
        data[2] = 128; // normal X
        data[1] = 128; // normal Y
        data[0] = 255; // normal Z
-       data[3] = 128; // height
+       data[3] = 255; // height
        r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
        data[0] = 255;
        data[1] = 255;
@@ -503,8 +513,8 @@ static void R_BuildFogTexture(void)
        }
        if (r_texture_fogattenuation)
        {
-               R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
-               //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
+               R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
+               //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
        }
        else
        {
@@ -584,2741 +594,14 @@ static void R_BuildFogHeightTexture(void)
 //=======================================================================================================================================================
 
 static const char *builtinshaderstring =
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"#define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"#   extension GL_EXT_gpu_shader4 : enable\n"
-"# endif\n"
-"# ifdef GL_ARB_texture_gather\n"
-"#   extension GL_ARB_texture_gather : enable\n"
-"# else\n"
-"#   ifdef GL_AMD_texture_texture4\n"
-"#     extension GL_AMD_texture_texture4 : enable\n"
-"#   endif\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"//#ifdef USESHADOWSAMPLER\n"
-"//# extension GL_ARB_shadow : enable\n"
-"//#endif\n"
-"\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3 half3\n"
-"//# define myhalf4 half4\n"
-"//#else\n"
-"# define myhalf float\n"
-"# define myhalf2 vec2\n"
-"# define myhalf3 vec3\n"
-"# define myhalf4 vec4\n"
-"//#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 ModelViewProjectionMatrix;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"      gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_FragColor = gl_Color;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"varying vec2 TexCoord1;\n"
-"varying vec2 TexCoord2;\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-"      TexCoord2 = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler2D Texture_Second;\n"
-"uniform vec4 BloomColorSubtract;\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_GammaRamps;\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform float Saturation;\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform vec4 ViewTintColor;\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, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-"      gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"      gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"      float sobel = 1.0;\n"
-"      // vec2 ts = textureSize(Texture_First, 0);\n"
-"      // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
-"      vec2 px = PixelSize;\n"
-"      vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-"      vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
-"      vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
-"      vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
-"      vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
-"      vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-"      float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
-"      float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
-"      float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
-"      float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
-"      float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
-"      float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
-"      float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
-"      float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
-"      float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
-"      float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
-"      float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
-"      float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
-"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-"      gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
-"#endif\n"
-"\n"
-"#ifdef USESATURATION\n"
-"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-"      float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
-"      // 'vampire sight' effect, wheres red is compensated\n"
-"      #ifdef SATURATION_REDCOMPENSATE\n"
-"              float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
-"              gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
-"              gl_FragColor.r += rboost;\n"
-"      #else\n"
-"              // normal desaturation\n"
-"              //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
-"              gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
-"      #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-"      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"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef USEDIFFUSE\n"
-"varying vec2 TexCoord1;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"varying vec2 TexCoord2;\n"
-"#endif\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_FrontColor = gl_Color;\n"
-"#ifdef USEDIFFUSE\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
-"#endif\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\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"
-"#ifdef USEVIEWTINT\n"
-"      gl_FragColor = gl_Color;\n"
-"#else\n"
-"      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-"      gl_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-"      gl_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"varying TexCoord;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_FrontColor = gl_Color;\n"
-"      TexCoord = gl_MultiTexCoord0.xy;\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"uniform vec4 BloomBlur_Parameters;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      int i;\n"
-"      vec2 tc = TexCoord;\n"
-"      vec3 color = texture2D(Texture_First, tc).rgb;\n"
-"      tc += BloomBlur_Parameters.xy;\n"
-"      for (i = 1;i < SAMPLES;i++)\n"
-"      {\n"
-"              color += texture2D(Texture_First, tc).rgb;\n"
-"              tc += BloomBlur_Parameters.xy;\n"
-"      }\n"
-"      gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"varying vec2 TexCoord;\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform vec4 RefractColor;\n"
-"uniform vec4 ReflectColor;\n"
-"uniform float ReflectFactor;\n"
-"uniform float ReflectOffset;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"varying vec2 TexCoord;\n"
-"varying vec3 EyeVector;\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform vec3 EyePosition;\n"
-"uniform mat4 TexMatrix;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform vec4 RefractColor;\n"
-"uniform vec4 ReflectColor;\n"
-"uniform float ReflectFactor;\n"
-"uniform float ReflectOffset;\n"
-"uniform float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"      // slight water animation via 2 layer scrolling (todo: tweak)\n"
-"      #ifdef USENORMALMAPSCROLLBLEND\n"
-"              vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"              normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
-"      #else\n"
-"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      #endif\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f  = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
-"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
-"      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-"      gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"varying vec2 TexCoord;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"varying vec2 TexCoord2;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"varying vec2 TexCoordLightmap;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying vec3 CubeVector;\n"
-"#endif\n"
-"\n"
-"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
-"varying vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#ifdef USEEYEVECTOR\n"
-"varying vec3 EyeVector;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform vec3 LightPosition;\n"
-"varying vec4 ModelViewPosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform vec3 LightPosition;\n"
-"#endif\n"
-"uniform vec3 EyePosition;\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform vec3 LightDir;\n"
-"#endif\n"
-"uniform vec4 FogPlane;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"varying vec3 ShadowMapTC;\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Color;\n"
-"uniform sampler2D Texture_Gloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler2D Texture_SecondaryNormal;\n"
-"uniform sampler2D Texture_SecondaryColor;\n"
-"uniform sampler2D Texture_SecondaryGloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_SecondaryGlow;\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"uniform sampler2D Texture_FogHeightTexture;\n"
-"#endif\n"
-"uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler2D Texture_Reflection;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenDepth;\n"
-"uniform sampler2D Texture_ScreenNormalMap;\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler2D Texture_ScreenDiffuse;\n"
-"uniform sampler2D Texture_ScreenSpecular;\n"
-"#endif\n"
-"\n"
-"uniform myhalf3 Color_Pants;\n"
-"uniform myhalf3 Color_Shirt;\n"
-"uniform myhalf3 FogColor;\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform float FogRangeRecip;\n"
-"uniform float FogPlaneViewDist;\n"
-"uniform float FogHeightFade;\n"
-"vec3 FogVertex(vec3 surfacecolor)\n"
-"{\n"
-"      vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
-"      float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
-"      float fogfrac;\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"      vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-"      fogfrac = fogheightpixel.a;\n"
-"      return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-"      return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale;\n"
-"vec2 OffsetMapping(vec2 TexCoord)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"      // 14 sample relief mapping: linear search and then binary search\n"
-"      // this basically steps forward a small amount repeatedly until it finds\n"
-"      // itself inside solid, then jitters forward and back using decreasing\n"
-"      // amounts to find the impact\n"
-"      //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
-"      //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-"      vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-"      vec3 RT = vec3(TexCoord, 1);\n"
-"      OffsetVector *= 0.1;\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
-"      return RT.xy;\n"
-"#else\n"
-"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      // this basically moves forward the full distance, and then backs up based\n"
-"      // on height of samples\n"
-"      //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
-"      vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
-"      TexCoord += OffsetVector;\n"
-"      OffsetVector *= 0.5;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCube Texture_CubeProjection;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform vec2 ShadowMap_TextureScale;\n"
-"uniform vec4 ShadowMap_Parameters;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"#  ifdef USESHADOWMAPVSDCT\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-"      vec3 adir = abs(dir);\n"
-"      vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-"      vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
-"      return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"#  else\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-"      vec3 adir = abs(dir);\n"
-"      float ma = adir.z;\n"
-"      vec4 proj = vec4(dir, 2.5);\n"
-"      if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
-"      if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
-"      vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
-"      return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"#  endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-"      float f;\n"
-"\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"#    else\n"
-"      f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
-"#    endif\n"
-"#  else\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
-"#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
-"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
-"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
-"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
-"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
-"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
-"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
-"      vec4 locols = vec4(group1.ab, group3.ab);\n"
-"      vec4 hicols = vec4(group7.rg, group9.rg);\n"
-"      locols.yz += group2.ab;\n"
-"      hicols.yz += group8.rg;\n"
-"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
-"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
-"                              mix(locols, hicols, offset.y);\n"
-"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
-"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
-"      f = dot(cols, vec4(1.0/25.0));\n"
-"#      else\n"
-"      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"      vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
-"                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      endif\n"
-"#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
-"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      else\n"
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"#      endif\n"
-"#     endif\n"
-"#    else\n"
-"      f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#    endif\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"uniform mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FrontColor = gl_Color;\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
-"      VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-"      VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-"      if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = texture2D(Texture_Color, TexCoord).a;\n"
-"      float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-"      //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
-"      //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
-"#else\n"
-"      vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = texture2D(Texture_Gloss, TexCoord).a;\n"
-"#endif\n"
-"\n"
-"      gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-"      ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform mat4 ViewToLight;\n"
-"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform vec2 ScreenToDepth;\n"
-"uniform myhalf3 DeferredColor_Ambient;\n"
-"uniform myhalf3 DeferredColor_Diffuse;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf3 DeferredColor_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#endif\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"void main(void)\n"
-"{\n"
-"      // calculate viewspace pixel position\n"
-"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      vec3 position;\n"
-"      position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"      // decode viewspace pixel normal\n"
-"      myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-"      myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
-"      // surfacenormal = pixel normal in viewspace\n"
-"      // LightVector = pixel to light in viewspace\n"
-"      // CubeVector = position in lightspace\n"
-"      // eyevector = pixel to view in viewspace\n"
-"      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
-"      myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#ifdef USEDIFFUSE\n"
-"      // calculate diffuse shading\n"
-"      myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
-"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      // calculate directional shading\n"
-"      vec3 eyevector = position * -1.0;\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
-"#  else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
-"#  endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-"      gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-"      gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-"      vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData[0].rgb *= cubecolor;\n"
-"      gl_FragData[1].rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform mat4 ModelToLight;\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform mat4 ShadowMapMatrix;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"      gl_FrontColor = gl_Color;\n"
-"#endif\n"
-"      // copy the surface texcoord\n"
-"      TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // transform vertex position into light attenuation/cubemap space\n"
-"      // (-1 to +1 across the light box)\n"
-"      CubeVector = vec3(ModelToLight * gl_Vertex);\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-"      // transform unnormalized light direction into tangent space\n"
-"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
-"      //  normalize it per pixel)\n"
-"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
-"      VectorS = gl_MultiTexCoord1.xyz;\n"
-"      VectorT = gl_MultiTexCoord2.xyz;\n"
-"      VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-"      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-"      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"uniform myhalf3 DeferredMod_Diffuse;\n"
-"uniform myhalf3 DeferredMod_Specular;\n"
-"#endif\n"
-"uniform myhalf3 Color_Ambient;\n"
-"uniform myhalf3 Color_Diffuse;\n"
-"uniform myhalf3 Color_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#ifdef USEGLOW\n"
-"uniform myhalf3 Color_Glow;\n"
-"#endif\n"
-"uniform myhalf Alpha;\n"
-"#ifdef USEREFLECTION\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhalf4 ReflectColor;\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform mat4 ModelToReflectCube;\n"
-"uniform sampler2D Texture_ReflectMask;\n"
-"uniform samplerCube Texture_ReflectCube;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-"      // combine the diffuse textures (base, pants, shirt)\n"
-"      myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
-"#ifdef USEALPHAKILL\n"
-"      if (color.a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"      color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-"      color.rgb += 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.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
-"      color.a = 1.0;\n"
-"      //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
-"#endif\n"
-"\n"
-"      // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
-"#else\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
-"#endif\n"
-"\n"
-"      // get the material colors\n"
-"      myhalf3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
-"# else\n"
-"      myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
-"      diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // light source\n"
-"#ifdef USEDIFFUSE\n"
-"      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"#else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
-"#endif\n"
-"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-"      color.rgb *= LightColor;\n"
-"      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-"      color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
-"# endif\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-"      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#define SHADING\n"
-"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-"      myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"      // convert modelspace light vector to tangentspace\n"
-"      myhalf3 lightnormal;\n"
-"      lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
-"      lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
-"      lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
-"      lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
-"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
-"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"      myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
-"myhalf3 lightcolor = myhalf3(1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-"      color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-"      color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#  ifdef USESPECULAR\n"
-"#   ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"#   else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
-"#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"#  else\n"
-"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"#  endif\n"
-"# else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
-"#else\n"
-"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      color.rgb = FogVertex(color.rgb);\n"
-"#endif\n"
-"\n"
-"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
-"#ifdef USEREFLECTION\n"
-"      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"
-"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-"      gl_FragColor = vec4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+#include "shader_glsl.h"
 ;
 
-/*
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-*/
-
-const char *builtincgshaderstring =
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
-"#if defined(USEREFLECTION)\n"
-"#undef USESHADOWMAPORTHO\n"
-"#endif\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"#define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef HLSL\n"
-"//#undef USESHADOWMAPPCF\n"
-"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
-"#else\n"
-"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float Depth : TEXCOORD0\n"
-")\n"
-"{\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      Depth = gl_Position.z;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float Depth : TEXCOORD0,\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"//    float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
-"      float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-"      temp.yz -= floor(temp.yz);\n"
-"      gl_FragColor = temp;\n"
-"//    gl_FragColor = float4(Depth,0,0,0);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 gl_FrontColor : COLOR0\n"
-")\n"
-"{\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      gl_FragColor = gl_FrontColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"out float2 TexCoord2 : TEXCOORD1\n"
-")\n"
-"{\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-"      TexCoord2 = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform float Saturation : register(c30),\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform float4 ViewTintColor : register(c41),\n"
-"#endif\n"
-"uniform float4 UserVec1 : register(c37),\n"
-"uniform float4 UserVec2 : register(c38),\n"
-"uniform float4 UserVec3 : register(c39),\n"
-"uniform float4 UserVec4 : register(c40),\n"
-"uniform float ClientTime : register(c2),\n"
-"uniform float2 PixelSize : register(c25),\n"
-"uniform float4 BloomColorSubtract : register(c43),\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-"      gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"      gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"      float sobel = 1.0;\n"
-"      // float2 ts = textureSize(Texture_First, 0);\n"
-"      // float2 px = float2(1/ts.x, 1/ts.y);\n"
-"      float2 px = PixelSize;\n"
-"      float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-"      float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
-"      float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-"      float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-"      float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
-"      float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-"      float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-"      float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
-"      float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-"      float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-"      float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
-"      float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-"      float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
-"      float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
-"      float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
-"      float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
-"      float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
-"      float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
-"      float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
-"      float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
-"      float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
-"      float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
-"      float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
-"      float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
-"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-"      gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
-"#endif\n"
-"\n"
-"#ifdef USESATURATION\n"
-"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-"      float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
-"      // 'vampire sight' effect, wheres red is compensated\n"
-"      #ifdef SATURATION_REDCOMPENSATE\n"
-"              float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
-"              gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
-"              gl_FragColor.r += r;\n"
-"      #else\n"
-"              // normal desaturation\n"
-"              //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
-"              gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
-"      #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-"      gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
-"      gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
-"      gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_Color : COLOR0,\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEDIFFUSE\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"out float2 TexCoord2 : TEXCOORD1,\n"
-"#endif\n"
-"out float4 gl_FrontColor : COLOR\n"
-")\n"
-"{\n"
-"#ifdef HLSL\n"
-"      gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
-"#else\n"
-"      gl_FrontColor = gl_Color; // Cg is forward\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
-"#endif\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"#ifdef USEVIEWTINT\n"
-"      gl_FragColor = gl_FrontColor;\n"
-"#else\n"
-"      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-"      gl_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-"      gl_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0\n"
-")\n"
-"{\n"
-"      TexCoord = gl_MultiTexCoord0.xy;\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"uniform float4 BloomBlur_Parameters : register(c1),\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      int i;\n"
-"      float2 tc = TexCoord;\n"
-"      float3 color = tex2D(Texture_First, tc).rgb;\n"
-"      tc += BloomBlur_Parameters.xy;\n"
-"      for (i = 1;i < SAMPLES;i++)\n"
-"      {\n"
-"              color += tex2D(Texture_First, tc).rgb;\n"
-"              tc += BloomBlur_Parameters.xy;\n"
-"      }\n"
-"      gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
-")\n"
-"{\n"
-"      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
-")\n"
-"{\n"
-"      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
-"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
-"uniform float4 ReflectColor : register(c26),\n"
-"uniform float ReflectFactor : register(c27),\n"
-"uniform float ReflectOffset : register(c28),\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-"      gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"#ifdef USEFOG\n"
-"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
-"{\n"
-"      float fogfrac;\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"      float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-"      fogfrac = fogheightpixel.a;\n"
-"      return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-"      return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"      // 14 sample relief mapping: linear search and then binary search\n"
-"      // this basically steps forward a small amount repeatedly until it finds\n"
-"      // itself inside solid, then jitters forward and back using decreasing\n"
-"      // amounts to find the impact\n"
-"      //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
-"      //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
-"      float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
-"      float3 RT = float3(TexCoord, 1);\n"
-"      OffsetVector *= 0.1;\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
-"      return RT.xy;\n"
-"#else\n"
-"      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      // this basically moves forward the full distance, and then backs up based\n"
-"      // on height of samples\n"
-"      //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
-"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
-"      float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
-"      TexCoord += OffsetVector;\n"
-"      OffsetVector *= 0.333;\n"
-"      TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
-"      return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"#  ifdef USESHADOWMAPVSDCT\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
-"{\n"
-"      float3 adir = abs(dir);\n"
-"      float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-"      return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"#  else\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
-"{\n"
-"      float3 adir = abs(dir);\n"
-"      float ma = adir.z;\n"
-"      float4 proj = float4(dir, 2.5);\n"
-"      if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
-"      if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
-"#ifdef HLSL\n"
-"      return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
-"#else\n"
-"      float2 aparams = ShadowMap_Parameters.xy / ma;\n"
-"      return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"#endif\n"
-"}\n"
-"#  endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
-"#else\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
-"#endif\n"
-"{\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
-"#endif\n"
-"      float f;\n"
-"\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"#    else\n"
-"      f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
-"#    endif\n"
-"#  else\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
-"#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
-"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
-"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
-"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
-"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
-"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
-"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
-"      float4 locols = float4(group1.ab, group3.ab);\n"
-"      float4 hicols = float4(group7.rg, group9.rg);\n"
-"      locols.yz += group2.ab;\n"
-"      hicols.yz += group8.rg;\n"
-"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
-"                              float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
-"                              lerp(locols, hicols, offset.y);\n"
-"      float4 cols = group5 + float4(group2.rg, group8.ab);\n"
-"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
-"      f = dot(cols, float4(1.0/25.0));\n"
-"#      else\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"#      endif\n"
-"#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
-"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"#      else\n"
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
-"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
-"#      endif\n"
-"#     endif\n"
-"#    else\n"
-"      f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#    endif\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USEOFFSETMAPPING\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
-")\n"
-"{\n"
-"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"#ifdef HLSL\n"
-"      gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
-"#else\n"
-"      gl_FrontColor = gl_Color; // Cg is forward\n"
-"#endif\n"
-"      TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
-"      VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-"      VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      VectorR.w = gl_Position.z;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"#ifdef USEALPHAKILL\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#endif\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
-"#endif\n"
-"uniform half SpecularPower : register(c36),\n"
-"#ifdef HLSL\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-"#else\n"
-"out float4 gl_FragColor : COLOR\n"
-"#endif\n"
-")\n"
-"{\n"
-"      float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-"      if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = tex2D(Texture_Color, TexCoord).a;\n"
-"      float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-"      //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
-"      //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
-"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
-"#else\n"
-"      float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
-"      float a = tex2D(Texture_Gloss, TexCoord).a;\n"
-"#endif\n"
-"\n"
-"#ifdef HLSL\n"
-"      gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
-"      float Depth = VectorR.w / 256.0;\n"
-"      float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
-"//    float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-"      depthcolor.yz -= floor(depthcolor.yz);\n"
-"      gl_FragData1 = depthcolor;\n"
-"#else\n"
-"      gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
-"#endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 ModelViewPosition : TEXCOORD0\n"
-")\n"
-"{\n"
-"      ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"uniform float4x4 ViewToLight : register(c44),\n"
-"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform float3 LightPosition : register(c23),\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredColor_Ambient : register(c9),\n"
-"uniform half3 DeferredColor_Diffuse : register(c10),\n"
-"#ifdef USESPECULAR\n"
-"uniform half3 DeferredColor_Specular : register(c11),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#endif\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-")\n"
-"{\n"
-"      // calculate viewspace pixel position\n"
-"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
-"      float3 position;\n"
-"#ifdef HLSL\n"
-"      position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
-"#else\n"
-"      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
-"#endif\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"      // decode viewspace pixel normal\n"
-"      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
-"      half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
-"      // surfacenormal = pixel normal in viewspace\n"
-"      // LightVector = pixel to light in viewspace\n"
-"      // CubeVector = position in lightspace\n"
-"      // eyevector = pixel to view in viewspace\n"
-"      float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
-"      half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#ifdef USEDIFFUSE\n"
-"      // calculate diffuse shading\n"
-"      half3 lightnormal = half3(normalize(LightPosition - position));\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      // calculate directional shading\n"
-"      float3 eyevector = position * -1.0;\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
-"#  else\n"
-"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
-"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
-"#  endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-"      ));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-"      gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-"      gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-"      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData0.rgb *= cubecolor;\n"
-"      gl_FragData1.rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"\n"
-"uniform float3 EyePosition : register(c24),\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float4x4 ModelToLight : register(c20),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform float3 LightDir : register(c26),\n"
-"#endif\n"
-"uniform float4 FogPlane : register(c25),\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform float4x4 ShadowMapMatrix : register(c16),\n"
-"#endif\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"out float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
-"out float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"out float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"out float4 gl_Position : POSITION\n"
-")\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"#ifdef HLSL\n"
-"      gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
-"#else\n"
-"      gl_FrontColor = gl_Color; // Cg is forward\n"
-"#endif\n"
-"#endif\n"
-"      // copy the surface texcoord\n"
-"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // transform vertex position into light attenuation/cubemap space\n"
-"      // (-1 to +1 across the light box)\n"
-"      CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-"      // transform unnormalized light direction into tangent space\n"
-"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
-"      //  normalize it per pixel)\n"
-"      float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"      VectorS = gl_MultiTexCoord1.xyz;\n"
-"      VectorT = gl_MultiTexCoord2.xyz;\n"
-"      VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-"      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"#endif\n"
-"float4 gl_FrontColor : COLOR,\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_Glow : register(s3),\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryColor : register(s5),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_SecondaryGlow : register(s7),\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler Texture_Pants : register(s4),\n"
-"uniform sampler Texture_Shirt : register(s7),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform sampler Texture_FogHeightTexture : register(s14),\n"
-"uniform sampler Texture_FogMask : register(s8),\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler Texture_Lightmap : register(s9),\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler Texture_Deluxemap : register(s10),\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
-"uniform sampler Texture_ScreenSpecular : register(s12),\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform half3 Color_Pants : register(c7),\n"
-"uniform half3 Color_Shirt : register(c8),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform float3 FogColor : register(c16),\n"
-"uniform float FogRangeRecip : register(c20),\n"
-"uniform float FogPlaneViewDist : register(c19),\n"
-"uniform float FogHeightFade : register(c17),\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredMod_Diffuse : register(c12),\n"
-"uniform half3 DeferredMod_Specular : register(c13),\n"
-"#endif\n"
-"uniform half3 Color_Ambient : register(c3),\n"
-"uniform half3 Color_Diffuse : register(c4),\n"
-"uniform half3 Color_Specular : register(c5),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#ifdef USEGLOW\n"
-"uniform half3 Color_Glow : register(c6),\n"
-"#endif\n"
-"uniform half Alpha : register(c0),\n"
-"#ifdef USEREFLECTION\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform half4 ReflectColor : register(c26),\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform float4x4 ModelToReflectCube : register(c48),\n"
-"uniform sampler Texture_ReflectMask : register(s5),\n"
-"uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float2 TexCoord2 = TexCoordBoth.zw;\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-"      // combine the diffuse textures (base, pants, shirt)\n"
-"      half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
-"#ifdef USEALPHAKILL\n"
-"      if (color.a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"      color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-"      color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
-"      //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
-"      //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
-"      color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
-"      color.a = 1.0;\n"
-"      //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
-"#endif\n"
-"\n"
-"      // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
-"#else\n"
-"      half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
-"#endif\n"
-"\n"
-"      // get the material colors\n"
-"      half3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
-"# else\n"
-"      half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-"      float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-"      float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-"      float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
-"      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // light source\n"
-"#ifdef USEDIFFUSE\n"
-"      half3 lightnormal = half3(normalize(LightVector));\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
-"#else\n"
-"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
-"#endif\n"
-"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-"      color.rgb *= LightColor;\n"
-"      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-"      ));\n"
-"\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-"      color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
-"# endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
-"#endif\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z);\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z);\n"
-"//    color.r = 1;\n"
-"//    color.rgb = abs(CubeVector);\n"
-"#endif\n"
-"//    color.rgb = half3(1,1,1);\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-"      half3 lightnormal = half3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#define SHADING\n"
-"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-"      half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-"      // convert modelspace light vector to tangentspace\n"
-"      half3 lightnormal;\n"
-"      lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
-"      lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
-"      lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
-"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
-"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"      half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"half3 lightnormal = half3(normalize(EyeVector));\n"
-"half3 lightcolor = half3(1.0,1.0,1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-"      color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-"      color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#  ifdef USESPECULAR\n"
-"#   ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
-"#   else\n"
-"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
-"#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"#  else\n"
-"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"#  endif\n"
-"# else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
-"//    color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
-"//    color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
-"#else\n"
-"      color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
-"#endif\n"
-"\n"
-"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
-"#ifdef USEREFLECTION\n"
-"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-"      float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-"      gl_FragColor = float4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+const char *builtinhlslshaderstring =
+#include "shader_hlsl.h"
 ;
 
 char *glslshaderstring = NULL;
-char *cgshaderstring = NULL;
 char *hlslshaderstring = NULL;
 
 //=======================================================================================================================================================
@@ -3340,40 +623,6 @@ typedef struct shadermodeinfo_s
 }
 shadermodeinfo_t;
 
-typedef enum shaderpermutation_e
-{
-       SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
-       SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
-       SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
-       SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
-       SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
-       SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
-       SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
-       SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
-       SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
-       SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
-       SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
-       SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
-       SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
-}
-shaderpermutation_t;
-
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 {
@@ -3385,6 +634,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEFOGINSIDE\n", " foginside"},
        {"#define USEFOGOUTSIDE\n", " fogoutside"},
        {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
+       {"#define USEFOGALPHAHACK\n", " fogalphahack"},
        {"#define USEGAMMARAMPS\n", " gammaramps"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEGLOW\n", " glow"},
@@ -3395,52 +645,35 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
-       {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
-       {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
-       {"#define USESHADOWSAMPLER\n", " shadowsampler"},
-       {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+       {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
+       {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
+       {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
+       {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
        {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
        {"#define USEREFLECTCUBE\n", " reflectcube"},
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
+       {"#define USEBOUNCEGRID\n", " bouncegrid"},
+       {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
+       {"#define USETRIPPY\n", " trippy"},
+       {"#define USEDEPTHRGB\n", " depthrgb"},
 };
 
-// this enum selects which of the glslshadermodeinfo entries should be used
-typedef enum shadermode_e
-{
-       SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
-       SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
-       SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
-       SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
-       SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
-       SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
-       SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
-       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
-       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
-       SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-       SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
-       SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
-       SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
-       SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
-       SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
-       SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
-       SHADERMODE_COUNT
-}
-shadermode_t;
-
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"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_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"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
@@ -3450,29 +683,6 @@ shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
-#ifdef SUPPORTCG
-shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
-{
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
-};
-#endif
-
-#ifdef SUPPORTD3D
 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
@@ -3484,6 +694,8 @@ shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
@@ -3492,7 +704,6 @@ shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
-#endif
 
 struct r_glsl_permutation_s;
 typedef struct r_glsl_permutation_s
@@ -3506,6 +717,36 @@ typedef struct r_glsl_permutation_s
        qboolean compiled;
        /// 0 if compilation failed
        int program;
+       // texture units assigned to each detected uniform
+       int tex_Texture_First;
+       int tex_Texture_Second;
+       int tex_Texture_GammaRamps;
+       int tex_Texture_Normal;
+       int tex_Texture_Color;
+       int tex_Texture_Gloss;
+       int tex_Texture_Glow;
+       int tex_Texture_SecondaryNormal;
+       int tex_Texture_SecondaryColor;
+       int tex_Texture_SecondaryGloss;
+       int tex_Texture_SecondaryGlow;
+       int tex_Texture_Pants;
+       int tex_Texture_Shirt;
+       int tex_Texture_FogHeightTexture;
+       int tex_Texture_FogMask;
+       int tex_Texture_Lightmap;
+       int tex_Texture_Deluxemap;
+       int tex_Texture_Attenuation;
+       int tex_Texture_Cube;
+       int tex_Texture_Refraction;
+       int tex_Texture_Reflection;
+       int tex_Texture_ShadowMap2D;
+       int tex_Texture_CubeProjection;
+       int tex_Texture_ScreenNormalMap;
+       int tex_Texture_ScreenDiffuse;
+       int tex_Texture_ScreenSpecular;
+       int tex_Texture_ReflectMask;
+       int tex_Texture_ReflectCube;
+       int tex_Texture_BounceGrid;
        /// locations of detected uniforms in program object, or -1 if not found
        int loc_Texture_First;
        int loc_Texture_Second;
@@ -3530,12 +771,12 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Reflection;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
-       int loc_Texture_ScreenDepth;
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
        int loc_Texture_ReflectMask;
        int loc_Texture_ReflectCube;
+       int loc_Texture_BounceGrid;
        int loc_Alpha;
        int loc_BloomBlur_Parameters;
        int loc_ClientTime;
@@ -3560,7 +801,9 @@ typedef struct r_glsl_permutation_s
        int loc_LightColor;
        int loc_LightDir;
        int loc_LightPosition;
-       int loc_OffsetMapping_Scale;
+       int loc_OffsetMapping_ScaleSteps;
+       int loc_OffsetMapping_LodDistance;
+       int loc_OffsetMapping_Bias;
        int loc_PixelSize;
        int loc_ReflectColor;
        int loc_ReflectFactor;
@@ -3589,6 +832,8 @@ typedef struct r_glsl_permutation_s
        int loc_ShadowMapMatrix;
        int loc_BloomColorSubtract;
        int loc_NormalmapScrollBlend;
+       int loc_BounceGridMatrix;
+       int loc_BounceGridIntensity;
 }
 r_glsl_permutation_t;
 
@@ -3604,16 +849,18 @@ enum
        SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
        SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
        SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
-       SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5  ///< postprocess uservec4 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
+       SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
+       SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
 };
-#define SHADERSTATICPARMS_COUNT 6
+#define SHADERSTATICPARMS_COUNT 8
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
 
 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
-qboolean R_CompileShader_CheckStaticParms(void)
+static qboolean R_CompileShader_CheckStaticParms(void)
 {
        static int r_compileshader_staticparms_save[1];
        memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
@@ -3622,6 +869,8 @@ qboolean R_CompileShader_CheckStaticParms(void)
        // detect all
        if (r_glsl_saturation_redcompensate.integer)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
+       if (r_glsl_vertextextureblend_usebothalphas.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
        if (r_shadow_glossexact.integer)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
        if (r_glsl_postprocess.integer)
@@ -3635,6 +884,8 @@ qboolean R_CompileShader_CheckStaticParms(void)
                if (r_glsl_postprocess_uservec4_enable.integer)
                        R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
        }
+       if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
 
@@ -3643,7 +894,7 @@ qboolean R_CompileShader_CheckStaticParms(void)
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
        else \
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
 {
        shaderstaticparms_count = 0;
 
@@ -3654,6 +905,8 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
 }
 
 /// information about each possible shader permutation
@@ -3720,15 +973,16 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
 {
        int i;
+       int sampler;
        shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
        char *vertexstring, *geometrystring, *fragmentstring;
        char permutationname[256];
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -3742,6 +996,17 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
 
        strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
 
+       // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
+       if(vid.support.gl20shaders130)
+       {
+               vertstrings_list[vertstrings_count++] = "#version 130\n";
+               geomstrings_list[geomstrings_count++] = "#version 130\n";
+               fragstrings_list[fragstrings_count++] = "#version 130\n";
+               vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
+               geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
+               fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
+       }
+
        // the first pretext is which type of shader to compile as
        // (later these will all be bound together as a program object)
        vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
@@ -3801,124 +1066,158 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        if (p->program)
        {
                CHECKGLERROR
-               qglUseProgramObjectARB(p->program);CHECKGLERROR
+               qglUseProgram(p->program);CHECKGLERROR
                // look up all the uniform variable names we care about, so we don't
                // have to look them up every time we set them
 
-               p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
-               p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
-               p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
-               p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
-               p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
-               p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
-               p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
-               p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
-               p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
-               p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
-               p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
-               p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
-               p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
-               p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
-               p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
-               p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
-               p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
-               p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
-               p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
-               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
-               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
-               p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
-               p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
-               p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
-               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
-               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
-               p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
-               p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
-               p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
-               p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
-               p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
-               p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
-               p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
-               p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
-               p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
-               p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
-               p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
-               p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
-               p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
-               p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
-               p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
-               p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
-               p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
-               p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
-               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
-               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
-               p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
-               p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
-               p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
-               p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
-               p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
-               p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
-               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
-               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
-               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
-               p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
-               p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
-               p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
-               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
-               p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
-               p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
-               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
-               p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
-               p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
-               p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
-               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
-               p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
-               p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
-               p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
-               p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
-               p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
-               p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
-               p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
-               p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
-               p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
-               p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
-               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
-               p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
-               p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
-               p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
-               p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
-               p->loc_NormalmapScrollBlend       = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
+               p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
+               p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
+               p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
+               p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
+               p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
+               p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
+               p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
+               p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
+               p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
+               p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
+               p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
+               p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
+               p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
+               p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
+               p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
+               p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
+               p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
+               p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
+               p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
+               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
+               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
+               p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
+               p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
+               p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
+               p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
+               p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
+               p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
+               p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
+               p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
+               p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
+               p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
+               p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
+               p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
+               p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
+               p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
+               p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
+               p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
+               p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
+               p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
+               p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
+               p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
+               p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
+               p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
+               p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
+               p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
+               p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
+               p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
+               p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
+               p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
+               p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
+               p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
+               p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
+               p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
+               p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
+               p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
+               p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
+               p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
+               p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
+               p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
+               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
+               p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
+               p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
+               p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
+               p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
+               p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
+               p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
+               p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
+               p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
+               p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
+               p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
+               p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
+               p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
+               p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
+               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
+               p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
+               p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
+               p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
+               p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
+               p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
+               p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
+               p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
                // initialize the samplers to refer to the texture units we use
-               if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
-               if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
-               if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
-               if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
-               if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
-               if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
-               if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
-               if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
-               if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
-               if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
-               if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
-               if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
-               if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
-               if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
-               if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
-               if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
-               if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
-               if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
-               if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
-               if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
-               if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
-               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
-               if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
-               if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
-               if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
-               if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
-               if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
-               if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
-               if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
+               p->tex_Texture_First = -1;
+               p->tex_Texture_Second = -1;
+               p->tex_Texture_GammaRamps = -1;
+               p->tex_Texture_Normal = -1;
+               p->tex_Texture_Color = -1;
+               p->tex_Texture_Gloss = -1;
+               p->tex_Texture_Glow = -1;
+               p->tex_Texture_SecondaryNormal = -1;
+               p->tex_Texture_SecondaryColor = -1;
+               p->tex_Texture_SecondaryGloss = -1;
+               p->tex_Texture_SecondaryGlow = -1;
+               p->tex_Texture_Pants = -1;
+               p->tex_Texture_Shirt = -1;
+               p->tex_Texture_FogHeightTexture = -1;
+               p->tex_Texture_FogMask = -1;
+               p->tex_Texture_Lightmap = -1;
+               p->tex_Texture_Deluxemap = -1;
+               p->tex_Texture_Attenuation = -1;
+               p->tex_Texture_Cube = -1;
+               p->tex_Texture_Refraction = -1;
+               p->tex_Texture_Reflection = -1;
+               p->tex_Texture_ShadowMap2D = -1;
+               p->tex_Texture_CubeProjection = -1;
+               p->tex_Texture_ScreenNormalMap = -1;
+               p->tex_Texture_ScreenDiffuse = -1;
+               p->tex_Texture_ScreenSpecular = -1;
+               p->tex_Texture_ReflectMask = -1;
+               p->tex_Texture_ReflectCube = -1;
+               p->tex_Texture_BounceGrid = -1;
+               sampler = 0;
+               if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
+               if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
+               if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
+               if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
+               if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
+               if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
+               if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
+               if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
+               if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
+               if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
+               if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
+               if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
+               if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
+               if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
+               if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
+               if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
+               if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
+               if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
+               if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
+               if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
+               if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
+               if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
+               if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
+               if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
+               if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
                CHECKGLERROR
-               Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
+               Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
        }
        else
                Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
@@ -3932,7 +1231,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Mem_Free(fragmentstring);
 }
 
-void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
 {
        r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
        if (r_glsl_permutation != perm)
@@ -3963,176 +1262,162 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
                                {
                                        //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
-                                       qglUseProgramObjectARB(0);CHECKGLERROR
+                                       qglUseProgram(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
                                }
                        }
                }
                CHECKGLERROR
-               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+               qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
        }
-       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
-       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
-       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
+       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
 }
 
-#ifdef SUPPORTCG
-#include <Cg/cgGL.h>
-struct r_cg_permutation_s;
-typedef struct r_cg_permutation_s
+#ifdef SUPPORTD3D
+
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+extern D3DCAPS9 vid_d3d9caps;
+#endif
+
+struct r_hlsl_permutation_s;
+typedef struct r_hlsl_permutation_s
 {
        /// hash lookup data
-       struct r_cg_permutation_s *hashnext;
+       struct r_hlsl_permutation_s *hashnext;
        unsigned int mode;
        unsigned int permutation;
 
        /// indicates if we have tried compiling this permutation already
        qboolean compiled;
-       /// 0 if compilation failed
-       CGprogram vprogram;
-       CGprogram fprogram;
-       /// locations of detected parameters in programs, or NULL if not found
-       CGparameter vp_EyePosition;
-       CGparameter vp_FogPlane;
-       CGparameter vp_LightDir;
-       CGparameter vp_LightPosition;
-       CGparameter vp_ModelToLight;
-       CGparameter vp_TexMatrix;
-       CGparameter vp_BackgroundTexMatrix;
-       CGparameter vp_ModelViewProjectionMatrix;
-       CGparameter vp_ModelViewMatrix;
-       CGparameter vp_ShadowMapMatrix;
-
-       CGparameter fp_Texture_First;
-       CGparameter fp_Texture_Second;
-       CGparameter fp_Texture_GammaRamps;
-       CGparameter fp_Texture_Normal;
-       CGparameter fp_Texture_Color;
-       CGparameter fp_Texture_Gloss;
-       CGparameter fp_Texture_Glow;
-       CGparameter fp_Texture_SecondaryNormal;
-       CGparameter fp_Texture_SecondaryColor;
-       CGparameter fp_Texture_SecondaryGloss;
-       CGparameter fp_Texture_SecondaryGlow;
-       CGparameter fp_Texture_Pants;
-       CGparameter fp_Texture_Shirt;
-       CGparameter fp_Texture_FogHeightTexture;
-       CGparameter fp_Texture_FogMask;
-       CGparameter fp_Texture_Lightmap;
-       CGparameter fp_Texture_Deluxemap;
-       CGparameter fp_Texture_Attenuation;
-       CGparameter fp_Texture_Cube;
-       CGparameter fp_Texture_Refraction;
-       CGparameter fp_Texture_Reflection;
-       CGparameter fp_Texture_ShadowMap2D;
-       CGparameter fp_Texture_CubeProjection;
-       CGparameter fp_Texture_ScreenDepth;
-       CGparameter fp_Texture_ScreenNormalMap;
-       CGparameter fp_Texture_ScreenDiffuse;
-       CGparameter fp_Texture_ScreenSpecular;
-       CGparameter fp_Texture_ReflectMask;
-       CGparameter fp_Texture_ReflectCube;
-       CGparameter fp_Alpha;
-       CGparameter fp_BloomBlur_Parameters;
-       CGparameter fp_ClientTime;
-       CGparameter fp_Color_Ambient;
-       CGparameter fp_Color_Diffuse;
-       CGparameter fp_Color_Specular;
-       CGparameter fp_Color_Glow;
-       CGparameter fp_Color_Pants;
-       CGparameter fp_Color_Shirt;
-       CGparameter fp_DeferredColor_Ambient;
-       CGparameter fp_DeferredColor_Diffuse;
-       CGparameter fp_DeferredColor_Specular;
-       CGparameter fp_DeferredMod_Diffuse;
-       CGparameter fp_DeferredMod_Specular;
-       CGparameter fp_DistortScaleRefractReflect;
-       CGparameter fp_EyePosition;
-       CGparameter fp_FogColor;
-       CGparameter fp_FogHeightFade;
-       CGparameter fp_FogPlane;
-       CGparameter fp_FogPlaneViewDist;
-       CGparameter fp_FogRangeRecip;
-       CGparameter fp_LightColor;
-       CGparameter fp_LightDir;
-       CGparameter fp_LightPosition;
-       CGparameter fp_OffsetMapping_Scale;
-       CGparameter fp_PixelSize;
-       CGparameter fp_ReflectColor;
-       CGparameter fp_ReflectFactor;
-       CGparameter fp_ReflectOffset;
-       CGparameter fp_RefractColor;
-       CGparameter fp_Saturation;
-       CGparameter fp_ScreenCenterRefractReflect;
-       CGparameter fp_ScreenScaleRefractReflect;
-       CGparameter fp_ScreenToDepth;
-       CGparameter fp_ShadowMap_Parameters;
-       CGparameter fp_ShadowMap_TextureScale;
-       CGparameter fp_SpecularPower;
-       CGparameter fp_UserVec1;
-       CGparameter fp_UserVec2;
-       CGparameter fp_UserVec3;
-       CGparameter fp_UserVec4;
-       CGparameter fp_ViewTintColor;
-       CGparameter fp_ViewToLight;
-       CGparameter fp_PixelToScreenTexCoord;
-       CGparameter fp_ModelToReflectCube;
-       CGparameter fp_BloomColorSubtract;
-       CGparameter fp_NormalmapScrollBlend;
-}
-r_cg_permutation_t;
+       /// NULL if compilation failed
+       IDirect3DVertexShader9 *vertexshader;
+       IDirect3DPixelShader9 *pixelshader;
+}
+r_hlsl_permutation_t;
+
+typedef enum D3DVSREGISTER_e
+{
+       D3DVSREGISTER_TexMatrix = 0, // float4x4
+       D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
+       D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
+       D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
+       D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
+       D3DVSREGISTER_ModelToLight = 20, // float4x4
+       D3DVSREGISTER_EyePosition = 24,
+       D3DVSREGISTER_FogPlane = 25,
+       D3DVSREGISTER_LightDir = 26,
+       D3DVSREGISTER_LightPosition = 27,
+}
+D3DVSREGISTER_t;
+
+typedef enum D3DPSREGISTER_e
+{
+       D3DPSREGISTER_Alpha = 0,
+       D3DPSREGISTER_BloomBlur_Parameters = 1,
+       D3DPSREGISTER_ClientTime = 2,
+       D3DPSREGISTER_Color_Ambient = 3,
+       D3DPSREGISTER_Color_Diffuse = 4,
+       D3DPSREGISTER_Color_Specular = 5,
+       D3DPSREGISTER_Color_Glow = 6,
+       D3DPSREGISTER_Color_Pants = 7,
+       D3DPSREGISTER_Color_Shirt = 8,
+       D3DPSREGISTER_DeferredColor_Ambient = 9,
+       D3DPSREGISTER_DeferredColor_Diffuse = 10,
+       D3DPSREGISTER_DeferredColor_Specular = 11,
+       D3DPSREGISTER_DeferredMod_Diffuse = 12,
+       D3DPSREGISTER_DeferredMod_Specular = 13,
+       D3DPSREGISTER_DistortScaleRefractReflect = 14,
+       D3DPSREGISTER_EyePosition = 15, // unused
+       D3DPSREGISTER_FogColor = 16,
+       D3DPSREGISTER_FogHeightFade = 17,
+       D3DPSREGISTER_FogPlane = 18,
+       D3DPSREGISTER_FogPlaneViewDist = 19,
+       D3DPSREGISTER_FogRangeRecip = 20,
+       D3DPSREGISTER_LightColor = 21,
+       D3DPSREGISTER_LightDir = 22, // unused
+       D3DPSREGISTER_LightPosition = 23,
+       D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
+       D3DPSREGISTER_PixelSize = 25,
+       D3DPSREGISTER_ReflectColor = 26,
+       D3DPSREGISTER_ReflectFactor = 27,
+       D3DPSREGISTER_ReflectOffset = 28,
+       D3DPSREGISTER_RefractColor = 29,
+       D3DPSREGISTER_Saturation = 30,
+       D3DPSREGISTER_ScreenCenterRefractReflect = 31,
+       D3DPSREGISTER_ScreenScaleRefractReflect = 32,
+       D3DPSREGISTER_ScreenToDepth = 33,
+       D3DPSREGISTER_ShadowMap_Parameters = 34,
+       D3DPSREGISTER_ShadowMap_TextureScale = 35,
+       D3DPSREGISTER_SpecularPower = 36,
+       D3DPSREGISTER_UserVec1 = 37,
+       D3DPSREGISTER_UserVec2 = 38,
+       D3DPSREGISTER_UserVec3 = 39,
+       D3DPSREGISTER_UserVec4 = 40,
+       D3DPSREGISTER_ViewTintColor = 41,
+       D3DPSREGISTER_PixelToScreenTexCoord = 42,
+       D3DPSREGISTER_BloomColorSubtract = 43,
+       D3DPSREGISTER_ViewToLight = 44, // float4x4
+       D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
+       D3DPSREGISTER_NormalmapScrollBlend = 52,
+       D3DPSREGISTER_OffsetMapping_LodDistance = 53,
+       D3DPSREGISTER_OffsetMapping_Bias = 54,
+       // next at 54
+}
+D3DPSREGISTER_t;
 
 /// information about each possible shader permutation
-r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
+r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
 /// currently selected permutation
-r_cg_permutation_t *r_cg_permutation;
+r_hlsl_permutation_t *r_hlsl_permutation;
 /// storage for permutations linked in the hash table
-memexpandablearray_t r_cg_permutationarray;
-
-#define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
+memexpandablearray_t r_hlsl_permutationarray;
 
-static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
+static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
 {
        //unsigned int hashdepth = 0;
        unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
-       r_cg_permutation_t *p;
-       for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
+       r_hlsl_permutation_t *p;
+       for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
        {
                if (p->mode == mode && p->permutation == permutation)
                {
                        //if (hashdepth > 10)
-                       //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
+                       //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
                        return p;
                }
                //hashdepth++;
        }
-       p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
+       p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
        p->mode = mode;
        p->permutation = permutation;
-       p->hashnext = r_cg_permutationhash[mode][hashindex];
-       r_cg_permutationhash[mode][hashindex] = p;
+       p->hashnext = r_hlsl_permutationhash[mode][hashindex];
+       r_hlsl_permutationhash[mode][hashindex] = p;
        //if (hashdepth > 10)
-       //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
+       //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
        return p;
 }
 
-static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
+static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
 {
        char *shaderstring;
        if (!filename || !filename[0])
                return NULL;
-       if (!strcmp(filename, "cg/default.cg"))
+       if (!strcmp(filename, "hlsl/default.hlsl"))
        {
-               if (!cgshaderstring)
+               if (!hlslshaderstring)
                {
-                       cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (cgshaderstring)
+                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (hlslshaderstring)
                                Con_DPrintf("Loading shaders from file %s...\n", filename);
                        else
-                               cgshaderstring = (char *)builtincgshaderstring;
+                               hlslshaderstring = (char *)builtinhlslshaderstring;
                }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
-               memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
+               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
                return shaderstring;
        }
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
@@ -4145,563 +1430,68 @@ static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
        return shaderstring;
 }
 
-static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
-       // TODO: load or create .fp and .vp shader files
-}
+#include <d3dx9.h>
+//#include <d3dx9shader.h>
+//#include <d3dx9mesh.h>
 
-static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
+static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
 {
-       int i;
-       shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
-       int vertstring_length = 0;
-       int geomstring_length = 0;
-       int fragstring_length = 0;
-       char *t;
-       char *vertexstring, *geometrystring, *fragmentstring;
-       char *vertstring, *geomstring, *fragstring;
-       char permutationname[256];
-       char cachename[256];
-       CGprofile vertexProfile;
-       CGprofile fragmentProfile;
-       int vertstrings_count = 0;
-       int geomstrings_count = 0;
-       int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-
-       if (p->compiled)
-               return;
-       p->compiled = true;
-       p->vprogram = NULL;
-       p->fprogram = NULL;
-
-       permutationname[0] = 0;
-       cachename[0] = 0;
-       vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
-
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
-       strlcat(cachename, "cg/", sizeof(cachename));
-
-       // the first pretext is which type of shader to compile as
-       // (later these will all be bound together as a program object)
-       vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
-       geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
-       fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
-
-       // the second pretext is the mode (for example a light source)
-       vertstrings_list[vertstrings_count++] = modeinfo->pretext;
-       geomstrings_list[geomstrings_count++] = modeinfo->pretext;
-       fragstrings_list[fragstrings_count++] = modeinfo->pretext;
-       strlcat(permutationname, modeinfo->name, sizeof(permutationname));
-       strlcat(cachename, modeinfo->name, sizeof(cachename));
-
-       // now add all the permutation pretexts
-       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+       DWORD *vsbin = NULL;
+       DWORD *psbin = NULL;
+       fs_offset_t vsbinsize;
+       fs_offset_t psbinsize;
+//     IDirect3DVertexShader9 *vs = NULL;
+//     IDirect3DPixelShader9 *ps = NULL;
+       ID3DXBuffer *vslog = NULL;
+       ID3DXBuffer *vsbuffer = NULL;
+       ID3DXConstantTable *vsconstanttable = NULL;
+       ID3DXBuffer *pslog = NULL;
+       ID3DXBuffer *psbuffer = NULL;
+       ID3DXConstantTable *psconstanttable = NULL;
+       int vsresult = 0;
+       int psresult = 0;
+       char temp[MAX_INPUTLINE];
+       const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
+       char vabuf[1024];
+       qboolean debugshader = gl_paranoid.integer != 0;
+       if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
+       if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
+       if (!debugshader)
        {
-               if (permutation & (1<<i))
+               vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
+               psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
+       }
+       if ((!vsbin && vertstring) || (!psbin && fragstring))
+       {
+               const char* dllnames_d3dx9 [] =
                {
-                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
-                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
-                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
-                       strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
-                       strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
-               }
-               else
-               {
-                       // keep line numbers correct
-                       vertstrings_list[vertstrings_count++] = "\n";
-                       geomstrings_list[geomstrings_count++] = "\n";
-                       fragstrings_list[fragstrings_count++] = "\n";
-               }
-       }
-
-       // add static parms
-       R_CompileShader_AddStaticParms(mode, permutation);
-       memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
-       vertstrings_count += shaderstaticparms_count;
-       memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
-       geomstrings_count += shaderstaticparms_count;
-       memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
-       fragstrings_count += shaderstaticparms_count;
-
-       // replace spaces in the cachename with _ characters
-       for (i = 0;cachename[i];i++)
-               if (cachename[i] == ' ')
-                       cachename[i] = '_';
-
-       // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
-
-       vertstring_length = 0;
-       for (i = 0;i < vertstrings_count;i++)
-               vertstring_length += strlen(vertstrings_list[i]);
-       vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
-       for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
-               memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
-
-       geomstring_length = 0;
-       for (i = 0;i < geomstrings_count;i++)
-               geomstring_length += strlen(geomstrings_list[i]);
-       geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
-       for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
-               memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
-
-       fragstring_length = 0;
-       for (i = 0;i < fragstrings_count;i++)
-               fragstring_length += strlen(fragstrings_list[i]);
-       fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
-       for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
-               memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
-
-       CHECKGLERROR
-       CHECKCGERROR
-       //vertexProfile = CG_PROFILE_ARBVP1;
-       //fragmentProfile = CG_PROFILE_ARBFP1;
-       vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
-       fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
-       //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
-       //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
-       //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
-       CHECKGLERROR
-
-       // try to load the cached shader, or generate one
-       R_CG_CacheShader(p, cachename, vertstring, fragstring);
-
-       // if caching failed, do a dynamic compile for now
-       CHECKCGERROR
-       if (vertstring[0] && !p->vprogram)
-               p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
-       CHECKCGERROR
-       if (fragstring[0] && !p->fprogram)
-               p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
-       CHECKCGERROR
-
-       // look up all the uniform variable names we care about, so we don't
-       // have to look them up every time we set them
-       if (p->vprogram)
-       {
-               CHECKCGERROR
-               cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
-               cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
-               p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
-               p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
-               p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
-               p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
-               p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
-               p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
-               p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
-               p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
-               p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
-               p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
-               CHECKCGERROR
-       }
-       if (p->fprogram)
-       {
-               CHECKCGERROR
-               cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
-               cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
-               p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
-               p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
-               p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
-               p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
-               p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
-               p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
-               p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
-               p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
-               p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
-               p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
-               p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
-               p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
-               p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
-               p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
-               p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
-               p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
-               p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
-               p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
-               p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
-               p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
-               p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
-               p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
-               p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
-               p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
-               p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
-               p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
-               p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
-               p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
-               p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
-               p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
-               p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
-               p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
-               p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
-               p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
-               p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
-               p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
-               p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
-               p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
-               p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
-               p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
-               p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
-               p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
-               p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
-               p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
-               p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
-               p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
-               p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
-               p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
-               p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
-               p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
-               p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
-               p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
-               p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
-               p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
-               p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
-               p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
-               p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
-               p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
-               p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
-               p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
-               p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
-               p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
-               p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
-               p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
-               p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
-               p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
-               p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
-               p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
-               p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
-               p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
-               p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
-               p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
-               p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
-               p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
-               p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
-               p->fp_NormalmapScrollBlend       = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
-               CHECKCGERROR
-       }
-
-       if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
-               Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
-       else
-               Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
-
-       // free the strings
-       if (vertstring)
-               Mem_Free(vertstring);
-       if (geomstring)
-               Mem_Free(geomstring);
-       if (fragstring)
-               Mem_Free(fragstring);
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
-}
-
-void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
-{
-       r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
-       CHECKGLERROR
-       CHECKCGERROR
-       if (r_cg_permutation != perm)
-       {
-               r_cg_permutation = perm;
-               if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
-               {
-                       if (!r_cg_permutation->compiled)
-                               R_CG_CompilePermutation(perm, mode, permutation);
-                       if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
-                       {
-                               // remove features until we find a valid permutation
-                               int i;
-                               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_cg_permutation = R_CG_FindPermutation(mode, permutation);
-                                       if (!r_cg_permutation->compiled)
-                                               R_CG_CompilePermutation(perm, mode, permutation);
-                                       if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
-                                               break;
-                               }
-                               if (i >= SHADERPERMUTATION_COUNT)
-                               {
-                                       //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
-                                       r_cg_permutation = R_CG_FindPermutation(mode, permutation);
-                                       return; // no bit left to clear, entire mode is broken
-                               }
-                       }
-               }
-               CHECKGLERROR
-               CHECKCGERROR
-               if (r_cg_permutation->vprogram)
-               {
-                       cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-               }
-               else
-               {
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-               }
-               if (r_cg_permutation->fprogram)
-               {
-                       cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-               }
-               else
-               {
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-               }
-       }
-       CHECKCGERROR
-       if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
-       if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
-       if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
-}
-
-void CG_BindTexture(CGparameter param, rtexture_t *tex)
-{
-       cgGLSetTextureParameter(param, R_GetTexture(tex));
-       cgGLEnableTextureParameter(param);
-}
-#endif
-
-#ifdef SUPPORTD3D
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-struct r_hlsl_permutation_s;
-typedef struct r_hlsl_permutation_s
-{
-       /// hash lookup data
-       struct r_hlsl_permutation_s *hashnext;
-       unsigned int mode;
-       unsigned int permutation;
-
-       /// indicates if we have tried compiling this permutation already
-       qboolean compiled;
-       /// NULL if compilation failed
-       IDirect3DVertexShader9 *vertexshader;
-       IDirect3DPixelShader9 *pixelshader;
-}
-r_hlsl_permutation_t;
-
-typedef enum D3DVSREGISTER_e
-{
-       D3DVSREGISTER_TexMatrix = 0, // float4x4
-       D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
-       D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
-       D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
-       D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
-       D3DVSREGISTER_ModelToLight = 20, // float4x4
-       D3DVSREGISTER_EyePosition = 24,
-       D3DVSREGISTER_FogPlane = 25,
-       D3DVSREGISTER_LightDir = 26,
-       D3DVSREGISTER_LightPosition = 27,
-}
-D3DVSREGISTER_t;
-
-typedef enum D3DPSREGISTER_e
-{
-       D3DPSREGISTER_Alpha = 0,
-       D3DPSREGISTER_BloomBlur_Parameters = 1,
-       D3DPSREGISTER_ClientTime = 2,
-       D3DPSREGISTER_Color_Ambient = 3,
-       D3DPSREGISTER_Color_Diffuse = 4,
-       D3DPSREGISTER_Color_Specular = 5,
-       D3DPSREGISTER_Color_Glow = 6,
-       D3DPSREGISTER_Color_Pants = 7,
-       D3DPSREGISTER_Color_Shirt = 8,
-       D3DPSREGISTER_DeferredColor_Ambient = 9,
-       D3DPSREGISTER_DeferredColor_Diffuse = 10,
-       D3DPSREGISTER_DeferredColor_Specular = 11,
-       D3DPSREGISTER_DeferredMod_Diffuse = 12,
-       D3DPSREGISTER_DeferredMod_Specular = 13,
-       D3DPSREGISTER_DistortScaleRefractReflect = 14,
-       D3DPSREGISTER_EyePosition = 15, // unused
-       D3DPSREGISTER_FogColor = 16,
-       D3DPSREGISTER_FogHeightFade = 17,
-       D3DPSREGISTER_FogPlane = 18,
-       D3DPSREGISTER_FogPlaneViewDist = 19,
-       D3DPSREGISTER_FogRangeRecip = 20,
-       D3DPSREGISTER_LightColor = 21,
-       D3DPSREGISTER_LightDir = 22, // unused
-       D3DPSREGISTER_LightPosition = 23,
-       D3DPSREGISTER_OffsetMapping_Scale = 24,
-       D3DPSREGISTER_PixelSize = 25,
-       D3DPSREGISTER_ReflectColor = 26,
-       D3DPSREGISTER_ReflectFactor = 27,
-       D3DPSREGISTER_ReflectOffset = 28,
-       D3DPSREGISTER_RefractColor = 29,
-       D3DPSREGISTER_Saturation = 30,
-       D3DPSREGISTER_ScreenCenterRefractReflect = 31,
-       D3DPSREGISTER_ScreenScaleRefractReflect = 32,
-       D3DPSREGISTER_ScreenToDepth = 33,
-       D3DPSREGISTER_ShadowMap_Parameters = 34,
-       D3DPSREGISTER_ShadowMap_TextureScale = 35,
-       D3DPSREGISTER_SpecularPower = 36,
-       D3DPSREGISTER_UserVec1 = 37,
-       D3DPSREGISTER_UserVec2 = 38,
-       D3DPSREGISTER_UserVec3 = 39,
-       D3DPSREGISTER_UserVec4 = 40,
-       D3DPSREGISTER_ViewTintColor = 41,
-       D3DPSREGISTER_PixelToScreenTexCoord = 42,
-       D3DPSREGISTER_BloomColorSubtract = 43,
-       D3DPSREGISTER_ViewToLight = 44, // float4x4
-       D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
-       D3DPSREGISTER_NormalmapScrollBlend = 52,
-       // next at 53
-}
-D3DPSREGISTER_t;
-
-/// information about each possible shader permutation
-r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_hlsl_permutation_t *r_hlsl_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_hlsl_permutationarray;
-
-static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
-{
-       //unsigned int hashdepth = 0;
-       unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
-       r_hlsl_permutation_t *p;
-       for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
-       {
-               if (p->mode == mode && p->permutation == permutation)
-               {
-                       //if (hashdepth > 10)
-                       //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
-                       return p;
-               }
-               //hashdepth++;
-       }
-       p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
-       p->mode = mode;
-       p->permutation = permutation;
-       p->hashnext = r_hlsl_permutationhash[mode][hashindex];
-       r_hlsl_permutationhash[mode][hashindex] = p;
-       //if (hashdepth > 10)
-       //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
-       return p;
-}
-
-static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
-{
-       char *shaderstring;
-       if (!filename || !filename[0])
-               return NULL;
-       if (!strcmp(filename, "hlsl/default.hlsl"))
-       {
-               if (!hlslshaderstring)
-               {
-                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (hlslshaderstring)
-                               Con_DPrintf("Loading shaders from file %s...\n", filename);
-                       else
-                               hlslshaderstring = (char *)builtincgshaderstring;
-               }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
-               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
-               return shaderstring;
-       }
-       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-       if (shaderstring)
-       {
-               if (printfromdisknotice)
-                       Con_DPrintf("from disk %s... ", filename);
-               return shaderstring;
-       }
-       return shaderstring;
-}
-
-#include <d3dx9.h>
-//#include <d3dx9shader.h>
-//#include <d3dx9mesh.h>
-
-static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
-       DWORD *vsbin = NULL;
-       DWORD *psbin = NULL;
-       fs_offset_t vsbinsize;
-       fs_offset_t psbinsize;
-//     IDirect3DVertexShader9 *vs = NULL;
-//     IDirect3DPixelShader9 *ps = NULL;
-       ID3DXBuffer *vslog = NULL;
-       ID3DXBuffer *vsbuffer = NULL;
-       ID3DXConstantTable *vsconstanttable = NULL;
-       ID3DXBuffer *pslog = NULL;
-       ID3DXBuffer *psbuffer = NULL;
-       ID3DXConstantTable *psconstanttable = NULL;
-       int vsresult = 0;
-       int psresult = 0;
-       char temp[MAX_INPUTLINE];
-       const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
-       qboolean debugshader = gl_paranoid.integer != 0;
-       if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
-       if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
-       if (!debugshader)
-       {
-               vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
-               psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
-       }
-       if ((!vsbin && vertstring) || (!psbin && fragstring))
-       {
-               const char* dllnames_d3dx9 [] =
-               {
-                       "d3dx9_43.dll",
-                       "d3dx9_42.dll",
-                       "d3dx9_41.dll",
-                       "d3dx9_40.dll",
-                       "d3dx9_39.dll",
-                       "d3dx9_38.dll",
-                       "d3dx9_37.dll",
-                       "d3dx9_36.dll",
-                       "d3dx9_35.dll",
-                       "d3dx9_34.dll",
-                       "d3dx9_33.dll",
-                       "d3dx9_32.dll",
-                       "d3dx9_31.dll",
-                       "d3dx9_30.dll",
-                       "d3dx9_29.dll",
-                       "d3dx9_28.dll",
-                       "d3dx9_27.dll",
-                       "d3dx9_26.dll",
-                       "d3dx9_25.dll",
-                       "d3dx9_24.dll",
-                       NULL
-               };
-               dllhandle_t d3dx9_dll = NULL;
-               HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
-               HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
-               HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
-               dllfunction_t d3dx9_dllfuncs[] =
+                       "d3dx9_43.dll",
+                       "d3dx9_42.dll",
+                       "d3dx9_41.dll",
+                       "d3dx9_40.dll",
+                       "d3dx9_39.dll",
+                       "d3dx9_38.dll",
+                       "d3dx9_37.dll",
+                       "d3dx9_36.dll",
+                       "d3dx9_35.dll",
+                       "d3dx9_34.dll",
+                       "d3dx9_33.dll",
+                       "d3dx9_32.dll",
+                       "d3dx9_31.dll",
+                       "d3dx9_30.dll",
+                       "d3dx9_29.dll",
+                       "d3dx9_28.dll",
+                       "d3dx9_27.dll",
+                       "d3dx9_26.dll",
+                       "d3dx9_25.dll",
+                       "d3dx9_24.dll",
+                       NULL
+               };
+               dllhandle_t d3dx9_dll = NULL;
+               HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
+               HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
+               HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
+               dllfunction_t d3dx9_dllfuncs[] =
                {
                        {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
                        {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
@@ -4720,9 +1510,9 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                if (debugshader)
                                {
 //                                     vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
-//                                     FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
-                                       FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
-                                       vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
+//                                     FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
+                                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
+                                       vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                }
                                else
                                        vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
@@ -4736,7 +1526,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                if (vslog)
                                {
                                        strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
-                                       Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
+                                       Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
                                        vslog->Release();
                                }
                        }
@@ -4745,9 +1535,9 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                if (debugshader)
                                {
 //                                     psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
-//                                     FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
-                                       FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
-                                       psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
+//                                     FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
+                                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
+                                       psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                }
                                else
                                        psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
@@ -4761,23 +1551,23 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                if (pslog)
                                {
                                        strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
-                                       Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
+                                       Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
                                        pslog->Release();
                                }
                        }
                        Sys_UnloadLibrary(&d3dx9_dll);
                }
                else
-                       Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
+                       Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
        }
        if (vsbin && psbin)
        {
                vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
                if (FAILED(vsresult))
-                       Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
+                       Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
                psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
                if (FAILED(psresult))
-                       Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
+                       Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
        }
        // free the shader data
        vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
@@ -4799,9 +1589,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -4973,7 +1763,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
                                        r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
                                        return; // no bit left to clear, entire mode is broken
                                }
@@ -4988,16 +1778,21 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
 }
 #endif
 
-void R_GLSL_Restart_f(void)
+static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+{
+       DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
+}
+
+static void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
        if (glslshaderstring && glslshaderstring != builtinshaderstring)
                Mem_Free(glslshaderstring);
        glslshaderstring = NULL;
-       if (cgshaderstring && cgshaderstring != builtincgshaderstring)
-               Mem_Free(cgshaderstring);
-       cgshaderstring = NULL;
-       if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
+       if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
                Mem_Free(hlslshaderstring);
        hlslshaderstring = NULL;
        switch(vid.renderpath)
@@ -5007,10 +1802,6 @@ void R_GLSL_Restart_f(void)
                {
                        r_hlsl_permutation_t *p;
                        r_hlsl_permutation = NULL;
-//                     cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-//                     cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-//                     cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-//                     cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
                        limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
                        for (i = 0;i < limit;i++)
                        {
@@ -5034,6 +1825,7 @@ void R_GLSL_Restart_f(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                {
                        r_glsl_permutation_t *p;
                        r_glsl_permutation = NULL;
@@ -5049,38 +1841,16 @@ void R_GLSL_Restart_f(void)
                        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
                }
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               {
-                       r_cg_permutation_t *p;
-                       r_cg_permutation = NULL;
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-                       limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
-                       for (i = 0;i < limit;i++)
-                       {
-                               if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
-                               {
-                                       if (p->vprogram)
-                                               cgDestroyProgram(p->vprogram);
-                                       if (p->fprogram)
-                                               cgDestroyProgram(p->fprogram);
-                                       Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
-                               }
-                       }
-                       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
-               }
-#endif
-               break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               break;
+       case RENDERPATH_SOFT:
                break;
        }
 }
 
-void R_GLSL_DumpShader_f(void)
+static void R_GLSL_DumpShader_f(void)
 {
        int i;
        qfile_t *file;
@@ -5102,26 +1872,6 @@ void R_GLSL_DumpShader_f(void)
        else
                Con_Printf("failed to write to glsl/default.glsl\n");
 
-#ifdef SUPPORTCG
-       file = FS_OpenRealFile("cg/default.cg", "w", false);
-       if (file)
-       {
-               FS_Print(file, "/* The engine may define the following macros:\n");
-               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-               for (i = 0;i < SHADERMODE_COUNT;i++)
-                       FS_Print(file, cgshadermodeinfo[i].pretext);
-               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       FS_Print(file, shaderpermutationinfo[i].pretext);
-               FS_Print(file, "*/\n");
-               FS_Print(file, builtincgshaderstring);
-               FS_Close(file);
-               Con_Printf("cg/default.cg written\n");
-       }
-       else
-               Con_Printf("failed to write to cg/default.cg\n");
-#endif
-
-#ifdef SUPPORTD3D
        file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
        if (file)
        {
@@ -5132,26 +1882,47 @@ void R_GLSL_DumpShader_f(void)
                for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
                        FS_Print(file, shaderpermutationinfo[i].pretext);
                FS_Print(file, "*/\n");
-               FS_Print(file, builtincgshaderstring);
+               FS_Print(file, builtinhlslshaderstring);
                FS_Close(file);
                Con_Printf("hlsl/default.hlsl written\n");
        }
        else
                Con_Printf("failed to write to hlsl/default.hlsl\n");
-#endif
 }
 
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
 {
+       unsigned int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       permutation |= SHADERPERMUTATION_VIEWTINT;
+       if (first)
+               permutation |= SHADERPERMUTATION_DIFFUSE;
+       if (second)
+               permutation |= SHADERPERMUTATION_SPECULAR;
+       if (texturemode == GL_MODULATE)
+               permutation |= SHADERPERMUTATION_COLORMAPPING;
+       else if (texturemode == GL_ADD)
+               permutation |= SHADERPERMUTATION_GLOW;
+       else if (texturemode == GL_DECAL)
+               permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+       if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
+               permutation |= SHADERPERMUTATION_GAMMARAMPS;
+       if (suppresstexalpha)
+               permutation |= SHADERPERMUTATION_REFLECTCUBE;
        if (!second)
                texturemode = GL_MODULATE;
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
                R_Mesh_TexBind(GL20TU_FIRST , first );
                R_Mesh_TexBind(GL20TU_SECOND, second);
+               if (permutation & SHADERPERMUTATION_GAMMARAMPS)
+                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -5161,19 +1932,15 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
-               R_Mesh_TexBind(GL20TU_FIRST , first );
-               R_Mesh_TexBind(GL20TU_SECOND, second);
-               break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               CHECKCGERROR
-               R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
-               if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
-#endif
+       case RENDERPATH_GLES2:
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
+               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
+               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+               if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
+                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_Mesh_TexBind(0, first );
                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                R_Mesh_TexBind(1, second);
@@ -5183,16 +1950,33 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        case RENDERPATH_GL11:
                R_Mesh_TexBind(0, first );
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
+               R_Mesh_TexBind(GL20TU_FIRST , first );
+               R_Mesh_TexBind(GL20TU_SECOND, second);
+               break;
        }
 }
 
-void R_SetupShader_DepthOrShadow(void)
+void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
+{
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
+}
+
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
 {
+       unsigned int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       if (depthrgb)
+               permutation |= SHADERPERMUTATION_DEPTHRGB;
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -5202,30 +1986,35 @@ void R_SetupShader_DepthOrShadow(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
-               break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
-#endif
+       case RENDERPATH_GLES2:
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_Mesh_TexBind(0, 0);
                R_Mesh_TexBind(1, 0);
                break;
        case RENDERPATH_GL11:
                R_Mesh_TexBind(0, 0);
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
+               break;
        }
 }
 
-void R_SetupShader_ShowDepth(void)
+void R_SetupShader_ShowDepth(qboolean notrippy)
 {
+       int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTHLSL
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -5235,22 +2024,21 @@ void R_SetupShader_ShowDepth(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
-               break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
-#endif
+       case RENDERPATH_GLES2:
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
+               break;
        }
 }
 
 extern qboolean r_shadow_usingdeferredprepass;
-extern cvar_t r_shadow_deferred_8bitrange;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
@@ -5261,115 +2049,65 @@ extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern qboolean r_shadow_shadowmapsampler;
 extern int r_shadow_shadowmappcf;
-extern rtexture_t *r_shadow_shadowmap2dtexture;
-extern rtexture_t *r_shadow_shadowmap2dcolortexture;
+extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
 extern int r_shadow_shadowmaplod; // changes for each light based on distance
 extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
-extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
+extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
-extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
-extern cvar_t gl_mesh_separatearrays;
-static qboolean R_BlendFuncAllowsColormod(int src, int dst)
+
+#define BLENDFUNC_ALLOWS_COLORMOD      1
+#define BLENDFUNC_ALLOWS_FOG           2
+#define BLENDFUNC_ALLOWS_FOG_HACK0     4
+#define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
+#define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+static int R_BlendFuncFlags(int src, int dst)
 {
+       int r = 0;
+
        // a blendfunc allows colormod if:
        // a) it can never keep the destination pixel invariant, or
        // b) it can keep the destination pixel invariant, and still can do so if colormodded
        // this is to prevent unintended side effects from colormod
 
-       // in formulas:
-       // IF there is a (s, sa) for which for all (d, da),
-       //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
-       // THEN, for this (s, sa) and all (colormod, d, da):
-       //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
-       // OBVIOUSLY, this means that
-       //   s*colormod * src(s*colormod, d, sa, da) = 0
-       //   dst(s*colormod, d, sa, da)              = 1
-
-       // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
-
-       // main condition to leave dst color invariant:
-       //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
-       //   src == GL_ZERO:
-       //     s * 0 + d * dst(s, d, sa, da) == d
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is a problem for GL_SRC_COLOR only
-       //   src == GL_ONE:
-       //     s + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //   src == GL_SRC_COLOR:
-       //     s*s + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //   src == GL_ONE_MINUS_SRC_COLOR:
-       //     s*(1-s) + d * dst(s, d, sa, da) == d
-       //       => s == 0 or s == 1
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is a problem for GL_SRC_COLOR only
-       //   src == GL_DST_COLOR
-       //     s*d + d * dst(s, d, sa, da) == d
-       //       => s == 1
-       //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is always a problem
-       //     or
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //       => BUT, we do not know s! We must assume it is problematic
-       //       then... except in GL_ONE case, where we know all invariant
-       //       cases are fine
-       //   src == GL_ONE_MINUS_DST_COLOR
-       //     s*(1-d) + d * dst(s, d, sa, da) == d
-       //       => s == 0 (1-d is impossible to handle for our desired result)
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //   src == GL_SRC_ALPHA
-       //     s*sa + d * dst(s, d, sa, da) == d
-       //       => s == 0, or sa == 0
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod breaks in the case GL_SRC_COLOR only
-       //   src == GL_ONE_MINUS_SRC_ALPHA
-       //     s*(1-sa) + d * dst(s, d, sa, da) == d
-       //       => s == 0, or sa == 1
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod breaks in the case GL_SRC_COLOR only
-       //   src == GL_DST_ALPHA
-       //     s*da + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-
-       switch(src)
-       {
-               case GL_ZERO:
-               case GL_ONE_MINUS_SRC_COLOR:
-               case GL_SRC_ALPHA:
-               case GL_ONE_MINUS_SRC_ALPHA:
-                       if(dst == GL_SRC_COLOR)
-                               return false;
-                       return true;
-               case GL_ONE:
-               case GL_SRC_COLOR:
-               case GL_ONE_MINUS_DST_COLOR:
-               case GL_DST_ALPHA:
-               case GL_ONE_MINUS_DST_ALPHA:
-                       return true;
-               case GL_DST_COLOR:
-                       if(dst == GL_ONE)
-                               return true;
-                       return false;
-               default:
-                       return false;
-       }
-}
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
+       // a blendfunc allows fog if:
+       // blend(fog(src), fog(dst)) == fog(blend(src, dst))
+       // this is to prevent unintended side effects from fog
+
+       // these checks are the output of fogeval.pl
+
+       r |= BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
+       if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+
+       return r;
+}
+
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -5377,85 +2115,90 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        // fragment shader on features that are not being used
        unsigned int permutation = 0;
        unsigned int mode = 0;
-       qboolean allow_colormod;
+       int blendfuncflags;
        static float dummy_colormod[3] = {1, 1, 1};
        float *colormod = rsurface.colormod;
        float m16f[16];
+       matrix4x4_t tempmatrix;
        r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               permutation |= SHADERPERMUTATION_ALPHAKILL;
+       if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
+               permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
        if (rsurfacepass == RSURFPASS_BACKGROUND)
        {
                // distorted background
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                {
                        mode = SHADERMODE_WATER;
-                       if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
-                               permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
+                       {
+                               // this is the right thing to do for wateralpha
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+                       }
+                       else
+                       {
+                               // this is the right thing to do for entity alpha
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                               blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       }
                }
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                {
                        mode = SHADERMODE_REFRACTION;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                else
                {
                        mode = SHADERMODE_GENERIC;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        GL_BlendFunc(GL_ONE, GL_ZERO);
-                       allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+                       blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
                }
-               GL_AlphaTest(false);
+               if (vid.allowalphatocoverage)
+                       GL_AlphaToCoverage(false);
        }
        else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-                       permutation |= SHADERPERMUTATION_ALPHAKILL;
                // normalmap (deferred prepass), may use alpha test on diffuse
                mode = SHADERMODE_DEFERREDGEOMETRY;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
-                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               GL_AlphaTest(false);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+               blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+               if (vid.allowalphatocoverage)
+                       GL_AlphaToCoverage(false);
        }
        else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // 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)
@@ -5478,26 +2221,26 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
+               blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
+               if (vid.allowalphatocoverage)
+                       GL_AlphaToCoverage(false);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -5522,28 +2265,37 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -5570,6 +2322,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -5577,23 +2331,36 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+               {
+                       permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegriddirectional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -5617,6 +2384,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -5624,23 +2393,36 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+               {
+                       permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegriddirectional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
        else
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -5663,6 +2445,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -5689,10 +2473,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
-               else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
+               else if (r_glsl_deluxemapping.integer >= 2)
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
-                       mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (rsurface.uselightmaptexture)
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
+                       else
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
@@ -5707,12 +2494,32 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
                }
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+               {
+                       permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegriddirectional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
-       if(!allow_colormod)
+       if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
                colormod = dummy_colormod;
+       if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
+               permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
+       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+               permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
        case RENDERPATH_D3D9:
@@ -5728,7 +2535,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                else
                {
-                       if (mode == SHADERMODE_LIGHTDIRECTION)                                   
+                       if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
                                hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -5749,7 +2556,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 
                        // additive passes are only darkened by fog, not tinted
                        hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
-                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                }
                else
                {
@@ -5762,8 +2569,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
                                hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -5772,29 +2579,29 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
                        else
                                hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
                        hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
-                       hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
-                       hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+                       hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
+                       hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
                        hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
                        hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
                        hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
                        hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
-                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                        if (mode == SHADERMODE_WATER)
                                hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
                }
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-               hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
                hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
                if (rsurface.texture->pantstexture)
                        hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
@@ -5808,7 +2615,14 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
                hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
                hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
-               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+               hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
+               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
@@ -5839,13 +2653,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
 //             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -5861,7 +2674,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GLES2:
+               if (!vid.useinterleavedarrays)
                {
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
                        R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
@@ -5878,311 +2692,286 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
                }
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
-                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
-                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
-                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
-                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
        
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                               qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                }
                else
                {
                        if (mode == SHADERMODE_FLATCOLOR)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
                        }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
-                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
+                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
                        else
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // 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);
+                               if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                                else
-                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
                        }
-                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
-                       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
-                       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-                       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
-                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
-               }
-               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-
-               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
-               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+                       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
+                       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
+                       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
+                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
                if (r_glsl_permutation->loc_Color_Pants >= 0)
                {
                        if (rsurface.texture->pantstexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
                }
                if (r_glsl_permutation->loc_Color_Shirt >= 0)
                {
                        if (rsurface.texture->shirttexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
-               }
-               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
-               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
-               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
-               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
-       //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
-       //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
-       //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
-               if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
-               if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
-               if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
-               if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
-               if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
-               if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
-               if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
-               if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
-               if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
-               if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
-               if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
-               if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
-               if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
-               if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
-               if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
-               if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
-               if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+               }
+               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+               if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
+               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
+               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+               if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
+
+               if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
+               if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
+               if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
+               if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
+               if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
+               if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
+               if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
+               if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
+               if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
+               if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
+               if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
+               if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
+               if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
+               if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
+               if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
+               if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
+               if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+               if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+               if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
                if (rsurfacepass == RSURFPASS_BACKGROUND)
                {
-                       if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
-                       else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
-                       if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
                else
                {
-                       if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
-//             if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
-               if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
-               if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
+               if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
+               if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
                        if (rsurface.rtlight)
                        {
-                               if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
-                               if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                               if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
+                               if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
+               if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
                CHECKGLERROR
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               if (gl_mesh_separatearrays.integer)
-               {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
-                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
-               }
-               else
-               {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
-               }
-               R_SetupShader_SetPermutationCG(mode, permutation);
-               if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
-               if (mode == SHADERMODE_LIGHTSOURCE)
-               {
-                       if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
-                       if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
-               }
-               else
-               {
-                       if (mode == SHADERMODE_LIGHTDIRECTION)
-                       {
-                               if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
-                       }
-               }
-               if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
-               if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
-               if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
-               if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
-               if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
-               CHECKGLERROR
-
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               break;
+       case RENDERPATH_SOFT:
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+               R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
+               R_SetupShader_SetPermutationSoft(mode, permutation);
+               {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
-                       if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
-                       if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
-                       if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
-                       if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
-                       if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
-
+                       {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+       
                        // additive passes are only darkened by fog, not tinted
-                       if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                }
                else
                {
                        if (mode == SHADERMODE_FLATCOLOR)
                        {
-                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
                        }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
-                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
-                               if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
-                               if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
-                               if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
                        else
                        {
-                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
-                               if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
-                               if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (r_cg_permutation->fp_FogColor)
-                       {
-                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-                                       cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
-                               else
-                                       cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
-                               CHECKCGERROR
-                       }
-                       if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
-                       if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
-                       if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
-                       if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
-               }
-               if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
-               if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
-               if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
-               if (r_cg_permutation->fp_Color_Pants)
+                       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                       else
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+               if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
                {
                        if (rsurface.texture->pantstexture)
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                        else
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
-                       CHECKCGERROR
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
                }
-               if (r_cg_permutation->fp_Color_Shirt)
+               if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
                {
                        if (rsurface.texture->shirttexture)
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                        else
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
-                       CHECKCGERROR
-               }
-               if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
-               if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
-               if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
-               if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
-               if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
-
-       //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
-       //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
-       //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
+               }
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
+               R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
+               R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
+               R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
+               if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
+               R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+               R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+               if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
                if (rsurfacepass == RSURFPASS_BACKGROUND)
                {
-                       if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
-                       else if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
+                       R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+                       if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+                       R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
                else
                {
-                       if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
+                       if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-               if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
+//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
                        if (rsurface.rtlight)
                        {
-                               if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
-                               if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
+                               if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                               if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
-
-               CHECKGLERROR
-#endif
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
                break;
        }
 }
@@ -6205,14 +2994,13 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        matrix4x4_t viewtolight;
        matrix4x4_t lighttoview;
        float viewtolight16f[16];
-       float range = 1.0f / r_shadow_deferred_8bitrange.value;
        // light source
        mode = SHADERMODE_DEFERREDLIGHTSOURCE;
        if (rtlight->currentcubemap != r_texture_whitecube)
                permutation |= SHADERPERMUTATION_CUBEFILTER;
        if (diffusescale > 0)
                permutation |= SHADERPERMUTATION_DIFFUSE;
-       if (specularscale > 0)
+       if (specularscale > 0 && r_shadow_gloss.integer > 0)
                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
        if (r_shadow_usingshadowmap2d)
        {
@@ -6226,7 +3014,11 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                        permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
                else if (r_shadow_shadowmappcf)
                        permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               if (r_shadow_shadowmap2ddepthbuffer)
+                       permutation |= SHADERPERMUTATION_DEPTHRGB;
        }
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
        Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
        Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
@@ -6238,20 +3030,19 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_SetupShader_SetPermutationHLSL(mode, permutation);
                hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
                hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
 #endif
                break;
@@ -6262,49 +3053,47 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
-               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
-               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
-               if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
-               if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
-               if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
-               if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
+               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
+               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
+               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
+
+               if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
+               if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
+               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
+               if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               R_SetupShader_SetPermutationCG(mode, permutation);
-               if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
-               if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
-               if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
-               if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
-               if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
-               if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
-               if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
-
-               if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
-#endif
-               break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationGLSL(mode, permutation);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
+               R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
+               R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
+               R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
                break;
        }
 }
@@ -6398,7 +3187,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
 
        hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
        for (item = r_skinframe.hash[hashindex];item;item = item->next)
-               if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
+               if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
                        break;
 
        if (!item) {
@@ -6411,13 +3200,35 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                memset(item, 0, sizeof(*item));
                strlcpy(item->basename, basename, sizeof(item->basename));
                item->base = dyntexture; // either NULL or dyntexture handle
-               item->textureflags = textureflags;
+               item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
                item->comparewidth = comparewidth;
                item->compareheight = compareheight;
                item->comparecrc = comparecrc;
                item->next = r_skinframe.hash[hashindex];
                r_skinframe.hash[hashindex] = item;
        }
+       else if (textureflags & TEXF_FORCE_RELOAD)
+       {
+               rtexture_t *dyntexture;
+               // check whether its a dynamic texture
+               dyntexture = CL_GetDynTexture( basename );
+               if (!add && !dyntexture)
+                       return NULL;
+               if (item->merged == item->base)
+                       item->merged = NULL;
+               // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
+               R_PurgeTexture(item->stain );item->stain  = NULL;
+               R_PurgeTexture(item->merged);item->merged = NULL;
+               R_PurgeTexture(item->base  );item->base   = NULL;
+               R_PurgeTexture(item->pants );item->pants  = NULL;
+               R_PurgeTexture(item->shirt );item->shirt  = NULL;
+               R_PurgeTexture(item->nmap  );item->nmap   = NULL;
+               R_PurgeTexture(item->gloss );item->gloss  = NULL;
+               R_PurgeTexture(item->glow  );item->glow   = NULL;
+               R_PurgeTexture(item->fog   );item->fog    = NULL;
+       R_PurgeTexture(item->reflect);item->reflect = NULL;
+               item->loadsequence = 0;
+       }
        else if( item->base == NULL )
        {
                rtexture_t *dyntexture;
@@ -6483,6 +3294,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        int miplevel = R_PicmipForFlags(textureflags);
        int savemiplevel = miplevel;
        int mymiplevel;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -6497,9 +3309,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        Image_StripImageExtension(name, basename, sizeof(basename));
 
        // check for DDS texture file first
-       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
+       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
        {
-               basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
+               basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
                if (basepixels == NULL)
                        return NULL;
        }
@@ -6512,6 +3324,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // we've got some pixels to store, so really allocate this new texture now
        if (!skinframe)
                skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
+       textureflags &= ~TEXF_FORCE_RELOAD;
        skinframe->stain = NULL;
        skinframe->merged = NULL;
        skinframe->base = NULL;
@@ -6530,14 +3343,14 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                skinframe->hasalpha = ddshasalpha;
                VectorCopy(ddsavgcolor, skinframe->avgcolor);
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
+                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
        }
        else
        {
                basepixels_width = image_width;
                basepixels_height = image_height;
-               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                if (textureflags & TEXF_ALPHA)
                {
                        for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
@@ -6559,46 +3372,48 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                                        pixels[j+2] = 255;
                                        pixels[j+3] = basepixels[j+3];
                                }
-                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                                Mem_Free(pixels);
                        }
                }
                R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+#ifndef USE_GLES2
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
-                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
+                       R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
-                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        if (r_loaddds)
        {
                mymiplevel = savemiplevel;
                if (r_loadnormalmap)
-                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
-               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
+               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
                if (r_loadgloss)
-                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
-               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
-               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
-               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
        if (r_loadnormalmap && skinframe->nmap == NULL)
        {
                mymiplevel = savemiplevel;
-               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+               if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
                {
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
-               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -6606,60 +3421,72 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
                        Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
-                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        // _luma is supported only for tenebrae compatibility
        // _glow is the preferred name
        mymiplevel = savemiplevel;
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
-               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
-                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
-                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
-                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
+                       R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
-                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
+                       R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
-                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -6671,19 +3498,21 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 }
 
 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
 {
        int i;
        unsigned char *temp1, *temp2;
        skinframe_t *skinframe;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
-       skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
+       skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
        if (skinframe && skinframe->base)
                return skinframe;
+       textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -6709,10 +3538,10 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
                temp2 = temp1 + width * height * 4;
                Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
-       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
+       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
        if (textureflags & TEXF_ALPHA)
        {
                for (i = 3;i < width * height * 4;i += 4)
@@ -6729,7 +3558,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                        memcpy(fogpixels, skindata, width * height * 4);
                        for (i = 0;i < width * height * 4;i += 4)
                                fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
-                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
                        Mem_Free(fogpixels);
                }
        }
@@ -6753,6 +3582,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
        if (skinframe && skinframe->base)
                return skinframe;
+       textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -6774,7 +3604,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                Con_Printf("loading quake skin \"%s\"\n", name);
 
        // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
-       skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
+       skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
        memcpy(skinframe->qpixels, skindata, width*height);
        skinframe->qwidth = width;
        skinframe->qheight = height;
@@ -6801,6 +3631,7 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
        int width;
        int height;
        unsigned char *skindata;
+       char vabuf[1024];
 
        if (!skinframe->qpixels)
                return;
@@ -6832,27 +3663,27 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
                // use either a custom palette or the quake palette
                Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
                Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
 
        if (skinframe->qgenerateglow)
        {
                skinframe->qgenerateglow = false;
-               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
+               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
        }
 
        if (colormapped)
        {
                skinframe->qgeneratebase = false;
-               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
-               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
-               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
+               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
+               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
        }
        else
        {
                skinframe->qgeneratemerged = false;
-               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
+               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
        }
 
        if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
@@ -6866,6 +3697,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
 {
        int i;
        skinframe_t *skinframe;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -6874,6 +3706,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
        if (skinframe && skinframe->base)
                return skinframe;
+       textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -6906,7 +3739,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
                        }
                }
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
        }
 
        R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
@@ -6980,7 +3813,7 @@ static suffixinfo_t suffix[3][6] =
 
 static int componentorder[4] = {0, 1, 2, 3};
 
-rtexture_t *R_LoadCubemap(const char *basename)
+static rtexture_t *R_LoadCubemap(const char *basename)
 {
        int i, j, cubemapsize;
        unsigned char *cubemappixels, *image_buffer;
@@ -6999,7 +3832,7 @@ rtexture_t *R_LoadCubemap(const char *basename)
                        // generate an image name based on the base and and suffix
                        dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
-                       if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
                        {
                                // an image loaded, make sure width and height are equal
                                if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
@@ -7028,7 +3861,7 @@ rtexture_t *R_LoadCubemap(const char *basename)
                if (developer_loading.integer)
                        Con_Printf("loading cubemap \"%s\"\n", basename);
 
-               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -7050,30 +3883,19 @@ rtexture_t *R_GetCubemap(const char *basename)
 {
        int i;
        for (i = 0;i < r_texture_numcubemaps;i++)
-               if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
-                       return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
-       if (i >= MAX_CUBEMAPS)
+               if (r_texture_cubemaps[i] != NULL)
+                       if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
+                               return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
+       if (i >= MAX_CUBEMAPS || !r_main_mempool)
                return r_texture_whitecube;
        r_texture_numcubemaps++;
-       strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
-       r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
-       return r_texture_cubemaps[i].texture;
-}
-
-void R_FreeCubemaps(void)
-{
-       int i;
-       for (i = 0;i < r_texture_numcubemaps;i++)
-       {
-               if (developer_loading.integer)
-                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
-               if (r_texture_cubemaps[i].texture)
-                       R_FreeTexture(r_texture_cubemaps[i].texture);
-       }
-       r_texture_numcubemaps = 0;
+       r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
+       strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
+       r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
+       return r_texture_cubemaps[i]->texture;
 }
 
-void R_Main_FreeViewCache(void)
+static void R_Main_FreeViewCache(void)
 {
        if (r_refdef.viewcache.entityvisible)
                Mem_Free(r_refdef.viewcache.entityvisible);
@@ -7086,7 +3908,7 @@ void R_Main_FreeViewCache(void)
        memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
 }
 
-void R_Main_ResizeViewCache(void)
+static void R_Main_ResizeViewCache(void)
 {
        int numentities = r_refdef.scene.numentities;
        int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
@@ -7125,7 +3947,7 @@ void R_Main_ResizeViewCache(void)
 }
 
 extern rtexture_t *loadingscreentexture;
-void gl_main_start(void)
+static void gl_main_start(void)
 {
        loadingscreentexture = NULL;
        r_texture_blanknormalmap = NULL;
@@ -7139,16 +3961,17 @@ void gl_main_start(void)
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
 
-       r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
+       r_loaddds = r_texture_dds_load.integer != 0;
        r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
 
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 1);
@@ -7157,6 +3980,7 @@ void gl_main_start(void)
                r_loadfog = false;
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 0);
@@ -7184,6 +4008,9 @@ void gl_main_start(void)
        r_qwskincache = NULL;
        r_qwskincache_size = 0;
 
+       // due to caching of texture_t references, the collision cache must be reset
+       Collision_Cache_Reset(true);
+
        // set up r_skinframe loading system for textures
        memset(&r_skinframe, 0, sizeof(r_skinframe));
        r_skinframe.loadsequence = 1;
@@ -7201,30 +4028,26 @@ void gl_main_start(void)
        r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        //r_texture_fogintensity = NULL;
-       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
-       memset(&r_waterstate, 0, sizeof(r_waterstate));
+       memset(&r_fb, 0, sizeof(r_fb));
        r_glsl_permutation = NULL;
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
        glslshaderstring = NULL;
-#ifdef SUPPORTCG
-       r_cg_permutation = NULL;
-       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
-       Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
-       cgshaderstring = NULL;
-#endif
 #ifdef SUPPORTD3D
        r_hlsl_permutation = NULL;
        memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
-       hlslshaderstring = NULL;
 #endif
+       hlslshaderstring = NULL;
        memset(&r_svbsp, 0, sizeof (r_svbsp));
 
+       memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
+       r_texture_numcubemaps = 0;
+
        r_refdef.fogmasktable_density = 0;
 }
 
-void gl_main_shutdown(void)
+static void gl_main_shutdown(void)
 {
        R_AnimCache_Free();
        R_FrameData_Reset();
@@ -7236,9 +4059,12 @@ void gl_main_shutdown(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                if (r_maxqueries)
                        qglDeleteQueriesARB(r_maxqueries, r_queries);
+#endif
                break;
        case RENDERPATH_D3D9:
                //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -7249,6 +4075,8 @@ void gl_main_shutdown(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 
        r_numqueries = 0;
@@ -7278,13 +4106,22 @@ void gl_main_shutdown(void)
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
        //r_texture_fogintensity = NULL;
-       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
-       memset(&r_waterstate, 0, sizeof(r_waterstate));
+       memset(&r_fb, 0, sizeof(r_fb));
        R_GLSL_Restart_f();
+
+       r_glsl_permutation = NULL;
+       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
+       glslshaderstring = NULL;
+#ifdef SUPPORTD3D
+       r_hlsl_permutation = NULL;
+       memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
+#endif
+       hlslshaderstring = NULL;
 }
 
-extern void CL_ParseEntityLump(char *entitystring);
-void gl_main_newmap(void)
+static void gl_main_newmap(void)
 {
        // FIXME: move this code to client
        char *entities, entname[MAX_QPATH];
@@ -7328,13 +4165,17 @@ void GL_Main_Init(void)
                Cvar_RegisterVariable (&gl_skyclip);
        }
        Cvar_RegisterVariable(&r_motionblur);
-       Cvar_RegisterVariable(&r_motionblur_maxblur);
-       Cvar_RegisterVariable(&r_motionblur_bmin);
-       Cvar_RegisterVariable(&r_motionblur_vmin);
-       Cvar_RegisterVariable(&r_motionblur_vmax);
-       Cvar_RegisterVariable(&r_motionblur_vcoeff);
-       Cvar_RegisterVariable(&r_motionblur_randomize);
        Cvar_RegisterVariable(&r_damageblur);
+       Cvar_RegisterVariable(&r_motionblur_averaging);
+       Cvar_RegisterVariable(&r_motionblur_randomize);
+       Cvar_RegisterVariable(&r_motionblur_minblur);
+       Cvar_RegisterVariable(&r_motionblur_maxblur);
+       Cvar_RegisterVariable(&r_motionblur_velocityfactor);
+       Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
+       Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
+       Cvar_RegisterVariable(&r_motionblur_mousefactor);
+       Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
+       Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
        Cvar_RegisterVariable(&r_equalize_entities_fullbright);
        Cvar_RegisterVariable(&r_equalize_entities_minambient);
        Cvar_RegisterVariable(&r_equalize_entities_by);
@@ -7344,6 +4185,12 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_farclip_base);
        Cvar_RegisterVariable(&r_farclip_world);
        Cvar_RegisterVariable(&r_nearclip);
+       Cvar_RegisterVariable(&r_deformvertexes);
+       Cvar_RegisterVariable(&r_transparent);
+       Cvar_RegisterVariable(&r_transparent_alphatocoverage);
+       Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
+       Cvar_RegisterVariable(&r_transparent_useplanardistance);
+       Cvar_RegisterVariable(&r_showoverdraw);
        Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
        Cvar_RegisterVariable(&r_showtris);
@@ -7363,6 +4210,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
        Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
        Cvar_RegisterVariable(&r_cullentities_trace_delay);
+       Cvar_RegisterVariable(&r_sortentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_drawexteriormodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -7386,22 +4234,35 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
        Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
        Cvar_RegisterVariable(&r_fog_exp2);
+       Cvar_RegisterVariable(&r_fog_clear);
        Cvar_RegisterVariable(&r_drawfog);
        Cvar_RegisterVariable(&r_transparentdepthmasking);
+       Cvar_RegisterVariable(&r_transparent_sortmindist);
+       Cvar_RegisterVariable(&r_transparent_sortmaxdist);
+       Cvar_RegisterVariable(&r_transparent_sortarraysize);
        Cvar_RegisterVariable(&r_texture_dds_load);
        Cvar_RegisterVariable(&r_texture_dds_save);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
+       Cvar_RegisterVariable(&r_usedepthtextures);
+       Cvar_RegisterVariable(&r_viewfbo);
+       Cvar_RegisterVariable(&r_viewscale);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
        Cvar_RegisterVariable(&r_glsl_postprocess);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
@@ -7418,6 +4279,10 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_water_refractdistort);
        Cvar_RegisterVariable(&r_water_reflectdistort);
        Cvar_RegisterVariable(&r_water_scissormode);
+       Cvar_RegisterVariable(&r_water_lowquality);
+       Cvar_RegisterVariable(&r_water_hideplayer);
+       Cvar_RegisterVariable(&r_water_fbo);
+
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_lerplightstyles);
@@ -7429,42 +4294,28 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_colorexponent);
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
-       Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
-       Cvar_RegisterVariable(&r_hdr_range);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
+       Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
        Cvar_RegisterVariable(&r_test);
        Cvar_RegisterVariable(&r_glsl_saturation);
        Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
+       Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
        Cvar_RegisterVariable(&r_framedatasize);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
-
-       Cvar_RegisterVariable(&r_track_sprites);
-       Cvar_RegisterVariable(&r_track_sprites_flags);
-       Cvar_RegisterVariable(&r_track_sprites_scalew);
-       Cvar_RegisterVariable(&r_track_sprites_scaleh);
-       Cvar_RegisterVariable(&r_overheadsprites_perspective);
-       Cvar_RegisterVariable(&r_overheadsprites_pushback);
-}
-
-extern void R_Textures_Init(void);
-extern void GL_Draw_Init(void);
-extern void GL_Main_Init(void);
-extern void R_Shadow_Init(void);
-extern void R_Sky_Init(void);
-extern void GL_Surf_Init(void);
-extern void R_Particles_Init(void);
-extern void R_Explosion_Init(void);
-extern void gl_backend_init(void);
-extern void Sbar_Init(void);
-extern void R_LightningBeams_Init(void);
-extern void Mod_RenderInit(void);
-extern void Font_Init(void);
+}
 
 void Render_Init(void)
 {
@@ -7488,6 +4339,7 @@ void Render_Init(void)
 GL_Init
 ===============
 */
+#ifndef USE_GLES2
 extern char *ENGINE_EXTENSIONS;
 void GL_Init (void)
 {
@@ -7515,11 +4367,14 @@ void GL_Init (void)
        // clear to black (loading plaque will be seen over this)
        GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
 }
+#endif
 
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int i;
        mplane_t *p;
+       if (r_trippy.integer)
+               return false;
        for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
        {
                // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
@@ -7570,6 +4425,8 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 {
        int i;
        const mplane_t *p;
+       if (r_trippy.integer)
+               return false;
        for (i = 0;i < numplanes;i++)
        {
                p = planes + i;
@@ -7617,67 +4474,112 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 // LordHavoc: this stores temporary data used within the same frame
 
-qboolean r_framedata_failed;
-static size_t r_framedata_size;
-static size_t r_framedata_current;
-static void *r_framedata_base;
+typedef struct r_framedata_mem_s
+{
+       struct r_framedata_mem_s *purge; // older mem block to free on next frame
+       size_t size; // how much usable space
+       size_t current; // how much space in use
+       size_t mark; // last "mark" location, temporary memory can be freed by returning to this
+       size_t wantedsize; // how much space was allocated
+       unsigned char *data; // start of real data (16byte aligned)
+}
+r_framedata_mem_t;
+
+static r_framedata_mem_t *r_framedata_mem;
 
 void R_FrameData_Reset(void)
 {
-       if (r_framedata_base)
-               Mem_Free(r_framedata_base);
-       r_framedata_base = NULL;
-       r_framedata_size = 0;
-       r_framedata_current = 0;
-       r_framedata_failed = false;
+       while (r_framedata_mem)
+       {
+               r_framedata_mem_t *next = r_framedata_mem->purge;
+               Mem_Free(r_framedata_mem);
+               r_framedata_mem = next;
+       }
 }
 
-void R_FrameData_NewFrame(void)
+static void R_FrameData_Resize(void)
 {
        size_t wantedsize;
-       if (r_framedata_failed)
-               Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
        wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
-       wantedsize = bound(65536, wantedsize, 128*1024*1024);
-       if (r_framedata_size != wantedsize)
+       wantedsize = bound(65536, wantedsize, 1000*1024*1024);
+       if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
+       {
+               r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
+               newmem->wantedsize = wantedsize;
+               newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
+               newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
+               newmem->current = 0;
+               newmem->mark = 0;
+               newmem->purge = r_framedata_mem;
+               r_framedata_mem = newmem;
+       }
+}
+
+void R_FrameData_NewFrame(void)
+{
+       R_FrameData_Resize();
+       if (!r_framedata_mem)
+               return;
+       // if we ran out of space on the last frame, free the old memory now
+       while (r_framedata_mem->purge)
        {
-               r_framedata_size = wantedsize;
-               if (r_framedata_base)
-                       Mem_Free(r_framedata_base);
-               r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
+               // repeatedly remove the second item in the list, leaving only head
+               r_framedata_mem_t *next = r_framedata_mem->purge->purge;
+               Mem_Free(r_framedata_mem->purge);
+               r_framedata_mem->purge = next;
        }
-       r_framedata_current = 0;
-       r_framedata_failed = false;
+       // reset the current mem pointer
+       r_framedata_mem->current = 0;
+       r_framedata_mem->mark = 0;
 }
 
 void *R_FrameData_Alloc(size_t size)
 {
        void *data;
 
-       // align to 16 byte boundary
+       // align to 16 byte boundary - the data pointer is already aligned, so we
+       // only need to ensure the size of every allocation is also aligned
        size = (size + 15) & ~15;
-       data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
-       r_framedata_current += size;
 
-       // check overflow
-       if (r_framedata_current > r_framedata_size)
-               r_framedata_failed = true;
+       while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
+       {
+               // emergency - we ran out of space, allocate more memory
+               Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
+               R_FrameData_Resize();
+       }
+
+       data = r_framedata_mem->data + r_framedata_mem->current;
+       r_framedata_mem->current += size;
 
-       // return NULL on everything after a failure
-       if (r_framedata_failed)
-               return NULL;
+       // count the usage for stats
+       r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
+       r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
 
-       return data;
+       return (void *)data;
 }
 
 void *R_FrameData_Store(size_t size, void *data)
 {
        void *d = R_FrameData_Alloc(size);
-       if (d)
+       if (d && data)
                memcpy(d, data, size);
        return d;
 }
 
+void R_FrameData_SetMark(void)
+{
+       if (!r_framedata_mem)
+               return;
+       r_framedata_mem->mark = r_framedata_mem->current;
+}
+
+void R_FrameData_ReturnToMark(void)
+{
+       if (!r_framedata_mem)
+               return;
+       r_framedata_mem->current = r_framedata_mem->mark;
+}
+
 //==================================================================================
 
 // LordHavoc: animcache originally written by Echon, rewritten since then
@@ -7703,64 +4605,23 @@ void R_AnimCache_ClearCache(void)
                ent->animcache_normal3f = NULL;
                ent->animcache_svector3f = NULL;
                ent->animcache_tvector3f = NULL;
-               ent->animcache_vertexposition = NULL;
                ent->animcache_vertexmesh = NULL;
-               ent->animcache_vertexpositionbuffer = NULL;
+               ent->animcache_vertex3fbuffer = NULL;
                ent->animcache_vertexmeshbuffer = NULL;
        }
 }
 
-void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
+static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
 {
        int i;
 
-       // identical memory layout, so no need to allocate...
-       // this also provides the vertexposition structure to everything, e.g.
-       // depth masked rendering currently uses it even if having separate
-       // arrays
-       // NOTE: get rid of this optimization if changing it to e.g. 4f
-       ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
-
-       // TODO:
-       // get rid of following uses of VERTEXPOSITION, change to the array:
-       // R_DrawTextureSurfaceList_Sky if skyrendermasked
-       // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
-       // R_DrawTextureSurfaceList_DepthOnly
-       // R_Q1BSP_DrawShadowMap
-
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               // need the meshbuffers if !gl_mesh_separatearrays.integer
-               if (gl_mesh_separatearrays.integer)
-                       return;
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // always need the meshbuffers
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
-               // never need the meshbuffers
+       // check if we need the meshbuffers
+       if (!vid.useinterleavedarrays)
                return;
-       }
 
        if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
                ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
-       /*
-       if (!ent->animcache_vertexposition)
-               ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
-       */
-       if (ent->animcache_vertexposition)
-       {
-               /*
-               for (i = 0;i < numvertices;i++)
-                       memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
-               */
-               // TODO: upload vertex buffer?
-       }
+       // TODO: upload vertex3f buffer?
        if (ent->animcache_vertexmesh)
        {
                memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
@@ -7775,7 +4636,7 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
                if (ent->animcache_normal3f)
                        for (i = 0;i < numvertices;i++)
                                memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
-               // TODO: upload vertex buffer?
+               // TODO: upload vertexmeshbuffer?
        }
 }
 
@@ -7803,18 +4664,15 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                                        ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                        ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                }
-                               if (!r_framedata_failed)
-                               {
-                                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
-                                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
-                               }
+                               model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
+                               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
                        }
                }
        }
        else
        {
                // see if this ent is worth caching
-               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
+               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
                        return false;
                // get some memory for this entity and generate mesh data
                numvertices = model->surfmesh.num_vertices;
@@ -7826,13 +4684,10 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                        ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                        ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                }
-               if (!r_framedata_failed)
-               {
-                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
-                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
-               }
+               model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
+               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
        }
-       return !r_framedata_failed;
+       return true;
 }
 
 void R_AnimCache_CacheVisibleEntities(void)
@@ -7844,15 +4699,18 @@ void R_AnimCache_CacheVisibleEntities(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                wanttangents = false;
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 
        if (r_shownormals.integer)
@@ -7868,6 +4726,8 @@ void R_AnimCache_CacheVisibleEntities(void)
 
 //==================================================================================
 
+extern cvar_t r_overheadsprites_pushback;
+
 static void R_View_UpdateEntityLighting (void)
 {
        int i;
@@ -7880,12 +4740,12 @@ static void R_View_UpdateEntityLighting (void)
        {
                ent = r_refdef.scene.entities[i];
 
-               // skip unseen models
-               if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
+               // skip unseen models and models that updated by CSQC
+               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
                        continue;
 
                // skip bsp models
-               if (ent->model && ent->model->brush.num_leafs)
+               if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
                {
                        // TODO: use modellight for r_ambient settings on world?
                        VectorSet(ent->modellight_ambient, 0, 0, 0);
@@ -7898,7 +4758,7 @@ static void R_View_UpdateEntityLighting (void)
                VectorClear(ent->modellight_ambient);
                VectorClear(ent->modellight_diffuse);
                VectorClear(tempdiffusenormal);
-               if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               if (ent->flags & RENDER_LIGHT)
                {
                        vec3_t org;
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
@@ -7909,10 +4769,10 @@ static void R_View_UpdateEntityLighting (void)
                        {
                                if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
                                        org[2] = org[2] + r_overheadsprites_pushback.value;
-                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                               R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
                        }
                        else
-                               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
 
                        if(ent->flags & RENDER_EQUALIZE)
                        {
@@ -7945,13 +4805,16 @@ static void R_View_UpdateEntityLighting (void)
 
                                if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
                                {
-                                       VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
-                                       f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
+                                       fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                       f = fa + 0.25 * fd;
                                        if(f > 0)
                                        {
-                                               f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
-                                               VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
-                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                               // adjust brightness and saturation to target
+                                               avg[0] = avg[1] = avg[2] = fa / f;
+                                               VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+                                               avg[0] = avg[1] = avg[2] = fd / f;
+                                               VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
                                        }
                                }
                        }
@@ -8018,8 +4881,8 @@ static void R_View_UpdateEntityVisible (void)
        entity_render_t *ent;
 
        renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
-               : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
-               : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
+               : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+               : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
                :                                                          RENDER_EXTERIORMODEL;
        if (!r_drawviewmodel.integer)
                renderimask |= RENDER_VIEWMODEL;
@@ -8034,27 +4897,9 @@ static void R_View_UpdateEntityVisible (void)
                        ent = r_refdef.scene.entities[i];
                        if (!(ent->flags & renderimask))
                        if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
-                       if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
+                       if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
-               if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
-                       // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
-               {
-                       for (i = 0;i < r_refdef.scene.numentities;i++)
-                       {
-                               ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
-                               {
-                                       samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
-                                       if (samples < 0)
-                                               continue; // temp entities do pvs only
-                                       if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
-                                               ent->last_trace_visibility = realtime;
-                                       if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
-                                               r_refdef.viewcache.entityvisible[i] = 0;
-                               }
-                       }
-               }
        }
        else
        {
@@ -8065,10 +4910,30 @@ static void R_View_UpdateEntityVisible (void)
                        r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
+       if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
+               // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
+       {
+               for (i = 0;i < r_refdef.scene.numentities;i++)
+               {
+                       if (!r_refdef.viewcache.entityvisible[i])
+                               continue;
+                       ent = r_refdef.scene.entities[i];
+                       if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
+                       {
+                               samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
+                               if (samples < 0)
+                                       continue; // temp entities do pvs only
+                               if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
+                                       ent->last_trace_visibility = realtime;
+                               if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                       r_refdef.viewcache.entityvisible[i] = 0;
+                       }
+               }
+       }
 }
 
 /// only used if skyrendermasked, and normally returns false
-int R_DrawBrushModelsSky (void)
+static int R_DrawBrushModelsSky (void)
 {
        int i, sky;
        entity_render_t *ent;
@@ -8099,6 +4964,17 @@ static void R_DrawModels(void)
                        continue;
                ent = r_refdef.scene.entities[i];
                r_refdef.stats.entities++;
+               /*
+               if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
+               {
+                       vec3_t f, l, u, o;
+                       Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
+                       Con_Printf("R_DrawModels\n");
+                       Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
+                       Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
+                       Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
+               }
+               */
                if (ent->model && ent->model->Draw != NULL)
                        ent->model->Draw(ent);
                else
@@ -8151,6 +5027,50 @@ static void R_DrawModelsAddWaterPlanes(void)
        }
 }
 
+static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
+
+void R_HDR_UpdateIrisAdaptation(const vec3_t point)
+{
+       if (r_hdr_irisadaptation.integer)
+       {
+               vec3_t p;
+               vec3_t ambient;
+               vec3_t diffuse;
+               vec3_t diffusenormal;
+               vec3_t forward;
+               vec_t brightness = 0.0f;
+               vec_t goal;
+               vec_t current;
+               vec_t d;
+               int c;
+               VectorCopy(r_refdef.view.forward, forward);
+               for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
+               {
+                       p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
+                       p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
+                       p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
+                       R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                       d = DotProduct(forward, diffusenormal);
+                       brightness += VectorLength(ambient);
+                       if (d > 0)
+                               brightness += d * VectorLength(diffuse);
+               }
+               brightness *= 1.0f / c;
+               brightness += 0.00001f; // make sure it's never zero
+               goal = r_hdr_irisadaptation_multiplier.value / brightness;
+               goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
+               current = r_hdr_irisadaptation_value.value;
+               if (current < goal)
+                       current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
+               else if (current > goal)
+                       current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
+               if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
+                       Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
+       }
+       else if (r_hdr_irisadaptation_value.value != 1.0f)
+               Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
+}
+
 static void R_View_SetFrustum(const int *scissor)
 {
        int i;
@@ -8173,10 +5093,12 @@ static void R_View_SetFrustum(const int *scissor)
                                fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                break;
+                       case RENDERPATH_SOFT:
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
+                       case RENDERPATH_GLES1:
+                       case RENDERPATH_GLES2:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
@@ -8352,28 +5274,41 @@ static void R_View_SetFrustum(const int *scissor)
        //PlaneClassify(&frustum[4]);
 }
 
-void R_View_UpdateWithScissor(const int *myscissor)
+static void R_View_UpdateWithScissor(const int *myscissor)
 {
        R_Main_ResizeViewCache();
        R_View_SetFrustum(myscissor);
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
+       R_AnimCache_CacheVisibleEntities();
 }
 
-void R_View_Update(void)
+static void R_View_Update(void)
 {
        R_Main_ResizeViewCache();
        R_View_SetFrustum(NULL);
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
+       R_AnimCache_CacheVisibleEntities();
+}
+
+float viewscalefpsadjusted = 1.0f;
+
+static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
+{
+       float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
+       scale = bound(0.03125f, scale, 1.0f);
+       *outwidth = (int)ceil(width * scale);
+       *outheight = (int)ceil(height * scale);
 }
 
-void R_SetupView(qboolean allowwaterclippingplane)
+void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        const float *customclipplane = NULL;
        float plane[4];
+       int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
        if (r_refdef.view.useclipplane && allowwaterclippingplane)
        {
                // LordHavoc: couldn't figure out how to make this approach the
@@ -8384,17 +5319,32 @@ void R_SetupView(qboolean allowwaterclippingplane)
                plane[0] = r_refdef.view.clipplane.normal[0];
                plane[1] = r_refdef.view.clipplane.normal[1];
                plane[2] = r_refdef.view.clipplane.normal[2];
-               plane[3] = dist;
-               customclipplane = plane;
+               plane[3] = -dist;
+               if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
        }
 
+       //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
+       rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
+
+       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
        if (!r_refdef.view.useperspective)
-               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
+               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -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, customclipplane);
        else if (vid.stencil && r_useinfinitefarclip.integer)
-               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
+               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
        else
-               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+       R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
+       if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
+       {
+               matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
+               float screenplane[4];
+               Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+               Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+               Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
+               Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
+               DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
+       }
 }
 
 void R_EntityMatrix(const matrix4x4_t *matrix)
@@ -8422,40 +5372,38 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
                        break;
-               case RENDERPATH_GL20:
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
-               case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-                       CHECKCGERROR
-                       if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
-                       if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
-                       qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
-#endif
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
                        break;
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL11:
-                       qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
                        break;
                }
        }
 }
 
-void R_ResetViewRendering2D(void)
+void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
 {
        r_viewport_t viewport;
-       DrawQ_Finish();
+
+       CHECKGLERROR
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
-       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
+       R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
        R_SetViewport(&viewport);
        GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.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);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_AlphaTest(false);
        GL_ScissorTest(false);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
@@ -8470,27 +5418,37 @@ void R_ResetViewRendering2D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        }
        GL_CullFace(GL_NONE);
+
+       CHECKGLERROR
+}
+
+void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+{
+       DrawQ_Finish();
+
+       R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
 }
 
-void R_ResetViewRendering3D(void)
+void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        DrawQ_Finish();
 
-       R_SetupView(true);
+       R_SetupView(true, fbo, depthtexture, colortexture);
        GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.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);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_AlphaTest(false);
        GL_ScissorTest(true);
        GL_DepthMask(true);
        GL_DepthRange(0, 1);
@@ -8505,12 +5463,14 @@ void R_ResetViewRendering3D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        }
        GL_CullFace(r_refdef.view.cullface_back);
@@ -8521,7 +5481,7 @@ void R_ResetViewRendering3D(void)
 R_RenderView_UpdateViewVectors
 ================
 */
-static void R_RenderView_UpdateViewVectors(void)
+void R_RenderView_UpdateViewVectors(void)
 {
        // 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
@@ -8532,14 +5492,15 @@ static void R_RenderView_UpdateViewVectors(void)
        Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
 }
 
-void R_RenderScene(void);
-void R_RenderWaterPlanes(void);
+void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
 
 static void R_Water_StartFrame(void)
 {
        int i;
        int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
        r_waterstate_waterplane_t *p;
+       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
 
        if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
                return;
@@ -8547,20 +5508,21 @@ static void R_Water_StartFrame(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                return;
        }
 
        // set waterwidth and waterheight to the water resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
-       waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
+       R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
@@ -8582,79 +5544,103 @@ static void R_Water_StartFrame(void)
        }
 
        // allocate textures as needed
-       if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
+       if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
        {
-               r_waterstate.maxwaterplanes = MAX_WATERPLANES;
-               for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
+               r_fb.water.maxwaterplanes = MAX_WATERPLANES;
+               for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
                {
                        if (p->texture_refraction)
                                R_FreeTexture(p->texture_refraction);
                        p->texture_refraction = NULL;
+                       if (p->fbo_refraction)
+                               R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
+                       p->fbo_refraction = 0;
                        if (p->texture_reflection)
                                R_FreeTexture(p->texture_reflection);
                        p->texture_reflection = NULL;
+                       if (p->fbo_reflection)
+                               R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
+                       p->fbo_reflection = 0;
                        if (p->texture_camera)
                                R_FreeTexture(p->texture_camera);
                        p->texture_camera = NULL;
+                       if (p->fbo_camera)
+                               R_Mesh_DestroyFramebufferObject(p->fbo_camera);
+                       p->fbo_camera = 0;
                }
-               memset(&r_waterstate, 0, sizeof(r_waterstate));
-               r_waterstate.texturewidth = texturewidth;
-               r_waterstate.textureheight = textureheight;
-               r_waterstate.camerawidth = camerawidth;
-               r_waterstate.cameraheight = cameraheight;
+               memset(&r_fb.water, 0, sizeof(r_fb.water));
+               r_fb.water.texturewidth = texturewidth;
+               r_fb.water.textureheight = textureheight;
+               r_fb.water.camerawidth = camerawidth;
+               r_fb.water.cameraheight = cameraheight;
        }
 
-       if (r_waterstate.texturewidth)
+       if (r_fb.water.texturewidth)
        {
-               r_waterstate.enabled = true;
+               int scaledwidth, scaledheight;
 
-               // when doing a reduced render (HDR) we want to use a smaller area
-               r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
-               r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+               r_fb.water.enabled = true;
+
+               // water resolution is usually reduced
+               r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+               r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+               R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
 
                // set up variables that will be used in shader setup
-               r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
-               r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
-               r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
-               r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+               r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
+               r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
+               r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
+               r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
        }
 
-       r_waterstate.maxwaterplanes = MAX_WATERPLANES;
-       r_waterstate.numwaterplanes = 0;
+       r_fb.water.maxwaterplanes = MAX_WATERPLANES;
+       r_fb.water.numwaterplanes = 0;
 }
 
 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
 {
-       int triangleindex, planeindex;
-       const int *e;
-       vec3_t vert[3];
-       vec3_t normal;
-       vec3_t center;
+       int planeindex, bestplaneindex, vertexindex;
+       vec3_t mins, maxs, normal, center, v, n;
+       vec_t planescore, bestplanescore;
        mplane_t plane;
        r_waterstate_waterplane_t *p;
        texture_t *t = R_GetCurrentTexture(surface->texture);
 
-       // just use the first triangle with a valid normal for any decisions
-       VectorClear(normal);
-       for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
-       {
-               Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
-               Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
-               Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
-               TriangleNormal(vert[0], vert[1], vert[2], normal);
-               if (VectorLength2(normal) >= 0.001)
-                       break;
-       }
+       rsurface.texture = t;
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
+       // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
+       if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
+               return;
+       // average the vertex normals, find the surface bounds (after deformvertexes)
+       Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
+       Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
+       VectorCopy(n, normal);
+       VectorCopy(v, mins);
+       VectorCopy(v, maxs);
+       for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
+       {
+               Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
+               Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
+               VectorAdd(normal, n, normal);
+               mins[0] = min(mins[0], v[0]);
+               mins[1] = min(mins[1], v[1]);
+               mins[2] = min(mins[2], v[2]);
+               maxs[0] = max(maxs[0], v[0]);
+               maxs[1] = max(maxs[1], v[1]);
+               maxs[2] = max(maxs[2], v[2]);
+       }
+       VectorNormalize(normal);
+       VectorMAM(0.5f, mins, 0.5f, maxs, center);
 
        VectorCopy(normal, plane.normal);
        VectorNormalize(plane.normal);
-       plane.dist = DotProduct(vert[0], plane.normal);
+       plane.dist = DotProduct(center, plane.normal);
        PlaneClassify(&plane);
        if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
        {
                // skip backfaces (except if nocullface is set)
-               if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
-                       return;
+//             if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+//                     return;
                VectorNegate(plane.normal, plane.normal);
                plane.dist *= -1;
                PlaneClassify(&plane);
@@ -8662,42 +5648,52 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
 
 
        // find a matching plane if there is one
-       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       bestplaneindex = -1;
+       bestplanescore = 1048576.0f;
+       for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
+       {
                if(p->camera_entity == t->camera_entity)
-                       if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
-                               break;
-       if (planeindex >= r_waterstate.maxwaterplanes)
-               return; // nothing we can do, out of planes
+               {
+                       planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
+                       if (bestplaneindex < 0 || bestplanescore > planescore)
+                       {
+                               bestplaneindex = planeindex;
+                               bestplanescore = planescore;
+                       }
+               }
+       }
+       planeindex = bestplaneindex;
+       p = r_fb.water.waterplanes + planeindex;
 
-       // if this triangle does not fit any known plane rendered this frame, add one
-       if (planeindex >= r_waterstate.numwaterplanes)
+       // if this surface does not fit any known plane rendered this frame, add one
+       if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
        {
                // store the new plane
-               r_waterstate.numwaterplanes++;
+               planeindex = r_fb.water.numwaterplanes++;
+               p = r_fb.water.waterplanes + planeindex;
                p->plane = plane;
                // clear materialflags and pvs
                p->materialflags = 0;
                p->pvsvalid = false;
                p->camera_entity = t->camera_entity;
-               VectorCopy(surface->mins, p->mins);
-               VectorCopy(surface->maxs, p->maxs);
+               VectorCopy(mins, p->mins);
+               VectorCopy(maxs, p->maxs);
        }
        else
        {
-               // merge mins/maxs
-               p->mins[0] = min(p->mins[0], surface->mins[0]);
-               p->mins[1] = min(p->mins[1], surface->mins[1]);
-               p->mins[2] = min(p->mins[2], surface->mins[2]);
-               p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
-               p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
-               p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
+               // merge mins/maxs when we're adding this surface to the plane
+               p->mins[0] = min(p->mins[0], mins[0]);
+               p->mins[1] = min(p->mins[1], mins[1]);
+               p->mins[2] = min(p->mins[2], mins[2]);
+               p->maxs[0] = max(p->maxs[0], maxs[0]);
+               p->maxs[1] = max(p->maxs[1], maxs[1]);
+               p->maxs[2] = max(p->maxs[2], maxs[2]);
        }
        // merge this surface's materialflags into the waterplane
        p->materialflags |= t->currentmaterialflags;
        if(!(p->materialflags & MATERIALFLAG_CAMERA))
        {
                // merge this surface's PVS into the waterplane
-               VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
                 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
                {
@@ -8707,60 +5703,110 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
        }
 }
 
-static void R_Water_ProcessPlanes(void)
+extern cvar_t r_drawparticles;
+extern cvar_t r_drawdecals;
+
+static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        int myscissor[4];
        r_refdef_view_t originalview;
        r_refdef_view_t myview;
-       int planeindex;
+       int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
        r_waterstate_waterplane_t *p;
        vec3_t visorigin;
+       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
+       char vabuf[1024];
 
        originalview = r_refdef.view;
 
+       // lowquality hack, temporarily shut down some cvars and restore afterwards
+       qualityreduction = r_water_lowquality.integer;
+       if (qualityreduction > 0)
+       {
+               if (qualityreduction >= 1)
+               {
+                       old_r_shadows = r_shadows.integer;
+                       old_r_worldrtlight = r_shadow_realtime_world.integer;
+                       old_r_dlight = r_shadow_realtime_dlight.integer;
+                       Cvar_SetValueQuick(&r_shadows, 0);
+                       Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
+                       Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
+               }
+               if (qualityreduction >= 2)
+               {
+                       old_r_dynamic = r_dynamic.integer;
+                       old_r_particles = r_drawparticles.integer;
+                       old_r_decals = r_drawdecals.integer;
+                       Cvar_SetValueQuick(&r_dynamic, 0);
+                       Cvar_SetValueQuick(&r_drawparticles, 0);
+                       Cvar_SetValueQuick(&r_drawdecals, 0);
+               }
+       }
+
        // make sure enough textures are allocated
-       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
        {
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        if (!p->texture_refraction)
-                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_refraction)
                                goto error;
+                       if (usewaterfbo)
+                       {
+                               if (r_fb.water.depthtexture == NULL)
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+                               if (p->fbo_refraction == 0)
+                                       p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
+                       }
                }
                else if (p->materialflags & MATERIALFLAG_CAMERA)
                {
                        if (!p->texture_camera)
-                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
+                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
                        if (!p->texture_camera)
                                goto error;
+                       if (usewaterfbo)
+                       {
+                               if (r_fb.water.depthtexture == NULL)
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+                               if (p->fbo_camera == 0)
+                                       p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
+                       }
                }
 
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        if (!p->texture_reflection)
-                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_reflection)
                                goto error;
+                       if (usewaterfbo)
+                       {
+                               if (r_fb.water.depthtexture == NULL)
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+                               if (p->fbo_reflection == 0)
+                                       p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
+                       }
                }
        }
 
        // render views
        r_refdef.view = originalview;
        r_refdef.view.showdebug = false;
-       r_refdef.view.width = r_waterstate.waterwidth;
-       r_refdef.view.height = r_waterstate.waterheight;
+       r_refdef.view.width = r_fb.water.waterwidth;
+       r_refdef.view.height = r_fb.water.waterheight;
        r_refdef.view.useclipplane = true;
        myview = r_refdef.view;
-       r_waterstate.renderingscene = true;
-       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       r_fb.water.renderingscene = true;
+       for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
        {
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        r_refdef.view = myview;
                        if(r_water_scissormode.integer)
                        {
-                               R_SetupView(true);
+                               R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
                                if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
                                        continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
                        }
@@ -8770,7 +5816,6 @@ static void R_Water_ProcessPlanes(void)
                        // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
                        Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
                        r_refdef.view.clipplane = p->plane;
-
                        // reverse the cullface settings for this render
                        r_refdef.view.cullface_front = GL_FRONT;
                        r_refdef.view.cullface_back = GL_BACK;
@@ -8783,7 +5828,8 @@ static void R_Water_ProcessPlanes(void)
                                        memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
                        }
 
-                       R_ResetViewRendering3D();
+                       r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
+                       R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
                        R_ClearScreen(r_refdef.fogenabled);
                        if(r_water_scissormode.integer & 2)
                                R_View_UpdateWithScissor(myscissor);
@@ -8791,9 +5837,11 @@ static void R_Water_ProcessPlanes(void)
                                R_View_Update();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
-                       R_RenderScene();
+                       R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
 
-                       R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       if (!p->fbo_reflection)
+                               R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_fb.water.hideplayer = false;
                }
 
                // render the normal view scene and copy into texture
@@ -8803,12 +5851,12 @@ static void R_Water_ProcessPlanes(void)
                        r_refdef.view = myview;
                        if(r_water_scissormode.integer)
                        {
-                               R_SetupView(true);
+                               R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
                                if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
                                        continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
                        }
 
-                       r_waterstate.renderingrefraction = true;
+                       r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
 
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
@@ -8817,7 +5865,7 @@ static void R_Water_ProcessPlanes(void)
                        if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
                        {
                                // we need to perform a matrix transform to render the view... so let's get the transformation matrix
-                               r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
+                               r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
                                CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
                                R_RenderView_UpdateViewVectors();
                                if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
@@ -8829,7 +5877,7 @@ static void R_Water_ProcessPlanes(void)
 
                        PlaneClassify(&r_refdef.view.clipplane);
 
-                       R_ResetViewRendering3D();
+                       R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
                        R_ClearScreen(r_refdef.fogenabled);
                        if(r_water_scissormode.integer & 2)
                                R_View_UpdateWithScissor(myscissor);
@@ -8837,10 +5885,11 @@ static void R_Water_ProcessPlanes(void)
                                R_View_Update();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
-                       R_RenderScene();
+                       R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
 
-                       R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-                       r_waterstate.renderingrefraction = false;
+                       if (!p->fbo_refraction)
+                               R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_fb.water.hideplayer = false;
                }
                else if (p->materialflags & MATERIALFLAG_CAMERA)
                {
@@ -8850,10 +5899,12 @@ static void R_Water_ProcessPlanes(void)
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
                        r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
 
-                       r_refdef.view.width = r_waterstate.camerawidth;
-                       r_refdef.view.height = r_waterstate.cameraheight;
+                       r_refdef.view.width = r_fb.water.camerawidth;
+                       r_refdef.view.height = r_fb.water.cameraheight;
                        r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
                        r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
+                       r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
+                       r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
 
                        if(p->camera_entity)
                        {
@@ -8881,141 +5932,261 @@ static void R_Water_ProcessPlanes(void)
 
                        PlaneClassify(&r_refdef.view.clipplane);
 
-                       R_ResetViewRendering3D();
+                       r_fb.water.hideplayer = false;
+
+                       R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
                        R_ClearScreen(r_refdef.fogenabled);
                        R_View_Update();
-                       R_RenderScene();
+                       R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
 
-                       R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-                       r_waterstate.renderingrefraction = false;
+                       if (!p->fbo_camera)
+                               R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_fb.water.hideplayer = false;
                }
 
        }
-       r_waterstate.renderingscene = false;
+       if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
+       r_fb.water.renderingscene = false;
        r_refdef.view = originalview;
-       R_ResetViewRendering3D();
-       R_ClearScreen(r_refdef.fogenabled);
+       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+       if (!r_fb.water.depthtexture)
+               R_ClearScreen(r_refdef.fogenabled);
        R_View_Update();
-       return;
+       goto finish;
 error:
        r_refdef.view = originalview;
-       r_waterstate.renderingscene = false;
+       r_fb.water.renderingscene = false;
        Cvar_SetValueQuick(&r_water, 0);
        Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
-       return;
+finish:
+       // lowquality hack, restore cvars
+       if (qualityreduction > 0)
+       {
+               if (qualityreduction >= 1)
+               {
+                       Cvar_SetValueQuick(&r_shadows, old_r_shadows);
+                       Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
+                       Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
+               }
+               if (qualityreduction >= 2)
+               {
+                       Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
+                       Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
+                       Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
+               }
+       }
 }
 
-void R_Bloom_StartFrame(void)
+static void R_Bloom_StartFrame(void)
 {
+       int i;
        int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
+       int viewwidth, viewheight;
+       qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
+       textype_t textype = TEXTYPE_COLORBUFFER;
+
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
+               if (vid.support.ext_framebuffer_object)
+               {
+                       if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
+                       if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
+               }
+               break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               r_fb.usedepthtextures = false;
+               break;
+       case RENDERPATH_SOFT:
+               r_fb.usedepthtextures = true;
+               break;
+       }
+
+       if (r_viewscale_fpsscaling.integer)
+       {
+               double actualframetime;
+               double targetframetime;
+               double adjust;
+               actualframetime = r_refdef.lastdrawscreentime;
+               targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
+               adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
+               adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
+               if (r_viewscale_fpsscaling_stepsize.value > 0)
+                       adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+               viewscalefpsadjusted += adjust;
+               viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
+       }
+       else
+               viewscalefpsadjusted = 1.0f;
+
+       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
 
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                return;
        }
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
-       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
-       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
-       r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
-       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
+       r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
+       r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
+       r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
+       r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
 
        // calculate desired texture sizes
        if (vid.support.arb_texture_non_power_of_two)
        {
-               screentexturewidth = r_refdef.view.width;
-               screentextureheight = r_refdef.view.height;
-               bloomtexturewidth = r_bloomstate.bloomwidth;
-               bloomtextureheight = r_bloomstate.bloomheight;
+               screentexturewidth = vid.width;
+               screentextureheight = vid.height;
+               bloomtexturewidth = r_fb.bloomwidth;
+               bloomtextureheight = r_fb.bloomheight;
        }
        else
        {
-               for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
-               for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
-               for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
-               for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
+               for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
+               for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
+               for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
+               for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
        }
 
-       if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
+       if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
        {
-               Cvar_SetValueQuick(&r_hdr, 0);
                Cvar_SetValueQuick(&r_bloom, 0);
                Cvar_SetValueQuick(&r_motionblur, 0);
                Cvar_SetValueQuick(&r_damageblur, 0);
        }
 
-       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
+       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
+        && !r_bloom.integer
+        && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
+        && !useviewfbo
+        && r_viewscale.value == 1.0f
+        && !r_viewscale_fpsscaling.integer)
                screentexturewidth = screentextureheight = 0;
-       if (!r_hdr.integer && !r_bloom.integer)
+       if (!r_bloom.integer)
                bloomtexturewidth = bloomtextureheight = 0;
 
        // allocate textures as needed
-       if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
-       {
-               if (r_bloomstate.texture_screen)
-                       R_FreeTexture(r_bloomstate.texture_screen);
-               r_bloomstate.texture_screen = NULL;
-               r_bloomstate.screentexturewidth = screentexturewidth;
-               r_bloomstate.screentextureheight = screentextureheight;
-               if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
-                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
-       }
-       if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
-       {
-               if (r_bloomstate.texture_bloom)
-                       R_FreeTexture(r_bloomstate.texture_bloom);
-               r_bloomstate.texture_bloom = NULL;
-               r_bloomstate.bloomtexturewidth = bloomtexturewidth;
-               r_bloomstate.bloomtextureheight = bloomtextureheight;
-               if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
-                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
-       }
-
-       // when doing a reduced render (HDR) we want to use a smaller area
-       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
-       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 = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
-       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
+       if (r_fb.screentexturewidth != screentexturewidth
+        || r_fb.screentextureheight != screentextureheight
+        || r_fb.bloomtexturewidth != bloomtexturewidth
+        || r_fb.bloomtextureheight != bloomtextureheight
+        || r_fb.textype != textype
+        || useviewfbo != (r_fb.fbo != 0))
+       {
+               for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
+               {
+                       if (r_fb.bloomtexture[i])
+                               R_FreeTexture(r_fb.bloomtexture[i]);
+                       r_fb.bloomtexture[i] = NULL;
+
+                       if (r_fb.bloomfbo[i])
+                               R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
+                       r_fb.bloomfbo[i] = 0;
+               }
+
+               if (r_fb.fbo)
+                       R_Mesh_DestroyFramebufferObject(r_fb.fbo);
+               r_fb.fbo = 0;
+
+               if (r_fb.colortexture)
+                       R_FreeTexture(r_fb.colortexture);
+               r_fb.colortexture = NULL;
+
+               if (r_fb.depthtexture)
+                       R_FreeTexture(r_fb.depthtexture);
+               r_fb.depthtexture = NULL;
+
+               if (r_fb.ghosttexture)
+                       R_FreeTexture(r_fb.ghosttexture);
+               r_fb.ghosttexture = NULL;
+
+               r_fb.screentexturewidth = screentexturewidth;
+               r_fb.screentextureheight = screentextureheight;
+               r_fb.bloomtexturewidth = bloomtexturewidth;
+               r_fb.bloomtextureheight = bloomtextureheight;
+               r_fb.textype = textype;
+
+               if (r_fb.screentexturewidth && r_fb.screentextureheight)
+               {
+                       if (r_motionblur.value > 0 || r_damageblur.value > 0)
+                               r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                       r_fb.ghosttexture_valid = false;
+                       r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                       if (useviewfbo)
+                       {
+                               r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
+                               r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
+                               R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
+                       }
+               }
+
+               if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
+               {
+                       for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
+                       {
+                               r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               if (useviewfbo)
+                                       r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
+                       }
+               }
+       }
+
+       // bloom texture is a different resolution
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
+       r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
+       r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
+       r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
+       r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
 
        // 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[5] = 0;
-       r_bloomstate.screentexcoord2f[6] = 0;
-       r_bloomstate.screentexcoord2f[7] = 0;
+       r_fb.screentexcoord2f[0] = 0;
+       r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
+       r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
+       r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
+       r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
+       r_fb.screentexcoord2f[5] = 0;
+       r_fb.screentexcoord2f[6] = 0;
+       r_fb.screentexcoord2f[7] = 0;
 
        // set up a texcoord array for the reduced resolution bloom image
        // (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[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-       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;
+       r_fb.bloomtexcoord2f[0] = 0;
+       r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+       r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
+       r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+       r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
+       r_fb.bloomtexcoord2f[5] = 0;
+       r_fb.bloomtexcoord2f[6] = 0;
+       r_fb.bloomtexcoord2f[7] = 0;
 
        switch(vid.renderpath)
        {
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -9024,31 +6195,41 @@ void R_Bloom_StartFrame(void)
                        int i;
                        for (i = 0;i < 4;i++)
                        {
-                               r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
-                               r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
-                               r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
-                               r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
+                               r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
+                               r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
+                               r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
+                               r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
                        }
                }
                break;
        }
 
-       if (r_hdr.integer || r_bloom.integer)
-       {
-               r_bloomstate.enabled = true;
-               r_bloomstate.hdr = r_hdr.integer != 0;
-       }
+       R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
 
-       R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
+       if (r_fb.fbo)
+               r_refdef.view.clear = true;
 }
 
-void R_Bloom_CopyBloomTexture(float colorscale)
+static void R_Bloom_MakeTexture(void)
 {
+       int x, range, dir;
+       float xoffset, yoffset, r, brighten;
+       rtexture_t *intex;
+       float colorscale = r_bloom_colorscale.value;
+
        r_refdef.stats.bloom++;
 
+       if (!r_fb.fbo)
+       {
+               R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+       }
+
        // scale down screen texture to the bloom texture size
        CHECKGLERROR
-       R_SetViewport(&r_bloomstate.viewport);
+       r_fb.bloomindex = 0;
+       R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
+       R_SetViewport(&r_fb.bloomviewport);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
@@ -9057,91 +6238,84 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+       case RENDERPATH_SOFT:
+               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
-               R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+               R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
                break;
        }
        // TODO: do boxfilter scale-down in shader?
-       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
-
-       // we now have a bloom image in the framebuffer
-       // copy it into the bloom image texture for later processing
-       R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
-       r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
-}
-
-void R_Bloom_CopyHDRTexture(void)
-{
-       R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-       r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-}
-
-void R_Bloom_MakeTexture(void)
-{
-       int x, range, dir;
-       float xoffset, yoffset, r, brighten;
-
-       r_refdef.stats.bloom++;
-
-       R_ResetViewRendering2D();
+       r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
 
-       // we have a bloom image in the framebuffer
-       CHECKGLERROR
-       R_SetViewport(&r_bloomstate.viewport);
+       // we now have a properly scaled bloom image
+       if (!r_fb.bloomfbo[r_fb.bloomindex])
+       {
+               // copy it into the bloom texture
+               R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
+               r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+       }
 
+       // multiply bloom image by itself as many times as desired
        for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
        {
+               intex = r_fb.bloomtexture[r_fb.bloomindex];
+               r_fb.bloomindex ^= 1;
+               R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
                x *= 2;
                r = bound(0, r_bloom_colorexponent.value / x, 1);
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_Color(r,r,r,1);
-               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
-               R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
+               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
+               R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+               r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
 
-               // copy the vertically blurred bloom view to a texture
-               R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
-               r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
+               if (!r_fb.bloomfbo[r_fb.bloomindex])
+               {
+                       // copy the darkened image to a texture
+                       R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
+                       r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+               }
        }
 
-       range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
+       range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
        brighten = r_bloom_brighten.value;
-       if (r_hdr.integer)
-               brighten *= r_hdr_range.value;
        brighten = sqrt(brighten);
        if(range >= 1)
                brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
-       R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
 
        for (dir = 0;dir < 2;dir++)
        {
+               intex = r_fb.bloomtexture[r_fb.bloomindex];
+               r_fb.bloomindex ^= 1;
+               R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
                // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
                GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
                for (x = -range;x <= range;x++)
                {
                        if (!dir){xoffset = 0;yoffset = x;}
                        else {xoffset = x;yoffset = 0;}
-                       xoffset /= (float)r_bloomstate.bloomtexturewidth;
-                       yoffset /= (float)r_bloomstate.bloomtextureheight;
+                       xoffset /= (float)r_fb.bloomtexturewidth;
+                       yoffset /= (float)r_fb.bloomtextureheight;
                        // compute a texcoord array with the specified x and y offset
-                       r_bloomstate.offsettexcoord2f[0] = xoffset+0;
-                       r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-                       r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
-                       r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-                       r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
-                       r_bloomstate.offsettexcoord2f[5] = yoffset+0;
-                       r_bloomstate.offsettexcoord2f[6] = xoffset+0;
-                       r_bloomstate.offsettexcoord2f[7] = yoffset+0;
+                       r_fb.offsettexcoord2f[0] = xoffset+0;
+                       r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+                       r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
+                       r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
+                       r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
+                       r_fb.offsettexcoord2f[5] = yoffset+0;
+                       r_fb.offsettexcoord2f[6] = xoffset+0;
+                       r_fb.offsettexcoord2f[7] = yoffset+0;
                        // this r value looks like a 'dot' particle, fading sharply to
                        // black at the edges
                        // (probably not realistic but looks good enough)
@@ -9151,79 +6325,22 @@ void R_Bloom_MakeTexture(void)
                        if(range >= 1)
                                r *= (1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
-                       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
+                       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+                       r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
 
-               // copy the vertically blurred bloom view to a texture
-               R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
-               r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
+               if (!r_fb.bloomfbo[r_fb.bloomindex])
+               {
+                       // copy the vertically or horizontally blurred bloom view to a texture
+                       R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
+                       r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+               }
        }
 }
 
-void R_HDR_RenderBloomTexture(void)
-{
-       int oldwidth, oldheight;
-       float oldcolorscale;
-       int oldwaterstate;
-
-       oldwaterstate = r_waterstate.enabled;
-       oldcolorscale = r_refdef.view.colorscale;
-       oldwidth = r_refdef.view.width;
-       oldheight = r_refdef.view.height;
-       r_refdef.view.width = r_bloomstate.bloomwidth;
-       r_refdef.view.height = r_bloomstate.bloomheight;
-
-       if(r_hdr.integer < 2)
-               r_waterstate.enabled = false;
-
-       // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
-       // TODO: add exposure compensation features
-       // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
-
-       r_refdef.view.showdebug = false;
-       r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
-
-       R_ResetViewRendering3D();
-
-       R_ClearScreen(r_refdef.fogenabled);
-       if (r_timereport_active)
-               R_TimeReport("HDRclear");
-
-       R_View_Update();
-       if (r_timereport_active)
-               R_TimeReport("visibility");
-
-       // only do secondary renders with HDR if r_hdr is 2 or higher
-       r_waterstate.numwaterplanes = 0;
-       if (r_waterstate.enabled)
-               R_RenderWaterPlanes();
-
-       r_refdef.view.showdebug = true;
-       R_RenderScene();
-       r_waterstate.numwaterplanes = 0;
-
-       R_ResetViewRendering2D();
-
-       R_Bloom_CopyHDRTexture();
-       R_Bloom_MakeTexture();
-
-       // restore the view settings
-       r_waterstate.enabled = oldwaterstate;
-       r_refdef.view.width = oldwidth;
-       r_refdef.view.height = oldheight;
-       r_refdef.view.colorscale = oldcolorscale;
-
-       R_ResetViewRendering3D();
-
-       R_ClearScreen(r_refdef.fogenabled);
-       if (r_timereport_active)
-               R_TimeReport("viewclear");
-}
-
-static void R_BlendView(void)
+static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        unsigned int permutation;
        float uservecs[4][4];
@@ -9231,54 +6348,68 @@ static void R_BlendView(void)
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                permutation =
-                         (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
+                         (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
                        | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
                        | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
                        | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
                        | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
 
-               if (r_bloomstate.texture_screen)
+               if (r_fb.colortexture)
                {
-                       // make sure the buffer is available
-                       if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
-
-                       R_ResetViewRendering2D();
+                       if (!r_fb.fbo)
+                       {
+                               R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+                       }
 
-                       if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
+                       if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
                        {
                                // declare variables
-                               float speed;
-                               static float avgspeed;
+                               float blur_factor, blur_mouseaccel, blur_velocity;
+                               static float blur_average; 
+                               static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
 
-                               speed = VectorLength(cl.movement_velocity);
+                               // set a goal for the factoring
+                               blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
+                                       / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
+                               blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
+                                       / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
+                               blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
+                                       + (blur_mouseaccel * r_motionblur_mousefactor.value));
 
-                               cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
-                               avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
+                               // from the goal, pick an averaged value between goal and last value
+                               cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
+                               blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
 
-                               speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
-                               speed = bound(0, speed, 1);
-                               speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
+                               // enforce minimum amount of blur 
+                               blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
+
+                               //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
 
                                // calculate values into a standard alpha
                                cl.motionbluralpha = 1 - exp(-
                                                (
-                                                (r_motionblur.value * speed / 80)
+                                                (r_motionblur.value * blur_factor / 80)
                                                 +
                                                 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
                                                )
                                                /
                                                max(0.0001, cl.time - cl.oldtime) // fps independent
-                                          );
+                                         );
 
+                               // randomization for the blur value to combat persistent ghosting
                                cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
                                cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
+
                                // apply the blur
-                               if (cl.motionbluralpha > 0 && !r_refdef.envmap)
+                               R_ResetViewRendering2D(fbo, depthtexture, colortexture);
+                               if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
                                {
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                        GL_Color(1, 1, 1, cl.motionbluralpha);
@@ -9287,46 +6418,50 @@ static void R_BlendView(void)
                                        case RENDERPATH_GL11:
                                        case RENDERPATH_GL13:
                                        case RENDERPATH_GL20:
-                                       case RENDERPATH_CGGL:
-                                               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+                                       case RENDERPATH_GLES1:
+                                       case RENDERPATH_GLES2:
+                                       case RENDERPATH_SOFT:
+                                               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
                                                break;
                                        case RENDERPATH_D3D9:
                                        case RENDERPATH_D3D10:
                                        case RENDERPATH_D3D11:
-                                               R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+                                               R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
                                                break;
                                        }
-                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+                                       R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
                                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                                        r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                                }
-                       }
 
-                       // copy view into the screen texture
-                       R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-                       r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+                               // updates old view angles for next pass
+                               VectorCopy(cl.viewangles, blur_oldangles);
+
+                               // copy view into the ghost texture
+                               R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+                               r_fb.ghosttexture_valid = true;
+                       }
                }
-               else if (!r_bloomstate.texture_bloom)
+               else
                {
+                       // no r_fb.colortexture means we're rendering to the real fb
                        // we may still have to do view tint...
                        if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
                        {
                                // apply a color tint to the whole view
-                               R_ResetViewRendering2D();
+                               R_ResetViewRendering2D(0, NULL, NULL);
                                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-                               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                               R_SetupShader_Generic_NoTexture(false, true);
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        }
                        break; // no screen processing, no bloom, skip it
                }
 
-               if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
+               if (r_fb.bloomtexture[0])
                {
-                       // 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();
                }
@@ -9344,56 +6479,39 @@ static void R_BlendView(void)
                if (r_glsl_postprocess_uservec4_enable.integer)
                        sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
 
-               R_ResetViewRendering2D();
+               R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
 
                switch(vid.renderpath)
                {
                case RENDERPATH_GL20:
-                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+               case RENDERPATH_GLES2:
+                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
                        R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
-                       if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
-                       if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
-                       if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
-                       if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
-                       if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
-                       if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
-                       if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
-                       if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
-                       if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
-                       if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-                       if (r_glsl_permutation->loc_BloomColorSubtract    >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
-                       break;
-               case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
-                       R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
-                       if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
-                       if (r_cg_permutation->fp_ViewTintColor     ) cgGLSetParameter4f(     r_cg_permutation->fp_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec1          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec2          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec3          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec4          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
-                       if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
-                       if (r_cg_permutation->fp_BloomColorSubtract   ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
-#endif
+                       if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
+                       if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
+                       if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
+                       if (r_glsl_permutation->loc_ViewTintColor           >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
+                       if (r_glsl_permutation->loc_UserVec1                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       if (r_glsl_permutation->loc_UserVec2                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       if (r_glsl_permutation->loc_UserVec3                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       if (r_glsl_permutation->loc_UserVec4                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
+                       if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       if (r_glsl_permutation->loc_BloomColorSubtract      >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
                        break;
                case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
                        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
-                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
                        R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
-                       R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
-                       R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
+                       R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
+                       R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
                        R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
                        hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
                        hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
                        hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
                        hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
@@ -9409,21 +6527,38 @@ static void R_BlendView(void)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
+                       R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
+                       R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
+                       R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
+                       R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+                       break;
                default:
                        break;
                }
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
                {
                        // apply a color tint to the whole view
-                       R_ResetViewRendering2D();
+                       R_ResetViewRendering2D(0, NULL, NULL);
                        GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic_NoTexture(false, true);
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                }
@@ -9433,67 +6568,9 @@ static void R_BlendView(void)
 
 matrix4x4_t r_waterscrollmatrix;
 
-void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
-{
-       if (r_refdef.fog_density)
-       {
-               r_refdef.fogcolor[0] = r_refdef.fog_red;
-               r_refdef.fogcolor[1] = r_refdef.fog_green;
-               r_refdef.fogcolor[2] = r_refdef.fog_blue;
-
-               Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
-               r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
-               r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
-               r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
-
-               {
-                       vec3_t fogvec;
-                       VectorCopy(r_refdef.fogcolor, fogvec);
-                       //   color.rgb *= ContrastBoost * SceneBrightness;
-                       VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
-                       r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
-                       r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
-                       r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
-               }
-       }
-}
-
-void R_UpdateVariables(void)
+void R_UpdateFog(void)
 {
-       R_Textures_Frame();
-
-       r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
-
-       r_refdef.farclip = r_farclip_base.value;
-       if (r_refdef.scene.worldmodel)
-               r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
-       r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
-
-       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
-               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
-       r_refdef.polygonfactor = 0;
-       r_refdef.polygonoffset = 0;
-       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-
-       r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
-       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
-       r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
-       r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
-       if (FAKELIGHT_ENABLED)
-       {
-               r_refdef.lightmapintensity *= r_fakelight_intensity.value;
-       }
-       if (r_showsurfaces.integer)
-       {
-               r_refdef.scene.rtworld = false;
-               r_refdef.scene.rtworldshadows = false;
-               r_refdef.scene.rtdlight = false;
-               r_refdef.scene.rtdlightshadows = false;
-               r_refdef.lightmapintensity = 0;
-       }
-
+       // Nehahra fog
        if (gamemode == GAME_NEHAHRA)
        {
                if (gl_fogenable.integer)
@@ -9524,12 +6601,11 @@ void R_UpdateVariables(void)
                }
        }
 
+       // fog parms
        r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
        r_refdef.fog_start = max(0, r_refdef.fog_start);
        r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
 
-       // R_UpdateFogColor(); // why? R_RenderScene does it anyway
-
        if (r_refdef.fog_density && r_drawfog.integer)
        {
                r_refdef.fogenabled = true;
@@ -9552,16 +6628,77 @@ void R_UpdateVariables(void)
                r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
                r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
        }
-       else
-               r_refdef.fogenabled = false;
+       else
+               r_refdef.fogenabled = false;
+
+       // fog color
+       if (r_refdef.fog_density)
+       {
+               r_refdef.fogcolor[0] = r_refdef.fog_red;
+               r_refdef.fogcolor[1] = r_refdef.fog_green;
+               r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+               Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
+               r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
+               r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
+               r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
+
+               {
+                       vec3_t fogvec;
+                       VectorCopy(r_refdef.fogcolor, fogvec);
+                       //   color.rgb *= ContrastBoost * SceneBrightness;
+                       VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
+                       r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+                       r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+                       r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+               }
+       }
+}
+
+void R_UpdateVariables(void)
+{
+       R_Textures_Frame();
+
+       r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
+
+       r_refdef.farclip = r_farclip_base.value;
+       if (r_refdef.scene.worldmodel)
+               r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
+       r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
+
+       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
+       r_refdef.polygonfactor = 0;
+       r_refdef.polygonoffset = 0;
+       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+
+       r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
+       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
+       r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
+       r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       if (FAKELIGHT_ENABLED)
+       {
+               r_refdef.lightmapintensity *= r_fakelight_intensity.value;
+       }
+       if (r_showsurfaces.integer)
+       {
+               r_refdef.scene.rtworld = false;
+               r_refdef.scene.rtworldshadows = false;
+               r_refdef.scene.rtdlight = false;
+               r_refdef.scene.rtdlightshadows = false;
+               r_refdef.lightmapintensity = 0;
+       }
 
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                if(v_glslgamma.integer && !vid_gammatables_trivial)
                {
                        if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
@@ -9584,7 +6721,7 @@ void R_UpdateVariables(void)
                                }
                                if (r_texture_gammaramps)
                                {
-                                       R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
+                                       R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
                                }
                                else
                                {
@@ -9597,8 +6734,9 @@ void R_UpdateVariables(void)
                        // remove GLSL gamma texture
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        }
 }
@@ -9635,14 +6773,53 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
        }
 }
 
+static int R_SortEntities_Compare(const void *ap, const void *bp)
+{
+       const entity_render_t *a = *(const entity_render_t **)ap;
+       const entity_render_t *b = *(const entity_render_t **)bp;
+
+       // 1. compare model
+       if(a->model < b->model)
+               return -1;
+       if(a->model > b->model)
+               return +1;
+
+       // 2. compare skin
+       // TODO possibly calculate the REAL skinnum here first using
+       // skinscenes?
+       if(a->skinnum < b->skinnum)
+               return -1;
+       if(a->skinnum > b->skinnum)
+               return +1;
+
+       // everything we compared is equal
+       return 0;
+}
+static void R_SortEntities(void)
+{
+       // below or equal 2 ents, sorting never gains anything
+       if(r_refdef.scene.numentities <= 2)
+               return;
+       // sort
+       qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
+}
+
 /*
 ================
 R_RenderView
 ================
 */
+int dpsoftrast_test;
+extern cvar_t r_shadow_bouncegrid;
 void R_RenderView(void)
 {
        matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
+       int fbo;
+       rtexture_t *depthtexture;
+       rtexture_t *colortexture;
+
+       dpsoftrast_test = r_test.integer;
+
        if (r_timereport_active)
                R_TimeReport("start");
        r_textureframe++; // used only by R_GetCurrentTexture
@@ -9653,6 +6830,8 @@ void R_RenderView(void)
 
        if (!r_drawentities.integer)
                r_refdef.scene.numentities = 0;
+       else if (r_sortentities.integer)
+               R_SortEntities();
 
        R_AnimCache_ClearCache();
        R_FrameData_NewFrame();
@@ -9667,15 +6846,16 @@ void R_RenderView(void)
        if (r_refdef.view.isoverlay)
        {
                // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
+               R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
                GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
                R_TimeReport("depthclear");
 
                r_refdef.view.showdebug = false;
 
-               r_waterstate.enabled = false;
-               r_waterstate.numwaterplanes = 0;
+               r_fb.water.enabled = false;
+               r_fb.water.numwaterplanes = 0;
 
-               R_RenderScene();
+               R_RenderScene(0, NULL, NULL);
 
                r_refdef.view.matrix = originalmatrix;
 
@@ -9686,10 +6866,15 @@ void R_RenderView(void)
        if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
        {
                r_refdef.view.matrix = originalmatrix;
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
+               return;
        }
 
-       r_refdef.view.colorscale = r_hdr_scenebrightness.value;
+       r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
+
+       if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+               // in sRGB fallback, behave similar to true sRGB: convert this
+               // value from linear to sRGB
+               r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
 
        R_RenderView_UpdateViewVectors();
 
@@ -9698,13 +6883,18 @@ void R_RenderView(void)
        R_Bloom_StartFrame();
        R_Water_StartFrame();
 
+       // now we probably have an fbo to render into
+       fbo = r_fb.fbo;
+       depthtexture = r_fb.depthtexture;
+       colortexture = r_fb.colortexture;
+
        CHECKGLERROR
        if (r_timereport_active)
                R_TimeReport("viewsetup");
 
-       R_ResetViewRendering3D();
+       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
 
-       if (r_refdef.view.clear || r_refdef.fogenabled)
+       if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
        {
                R_ClearScreen(r_refdef.fogenabled);
                if (r_timereport_active)
@@ -9712,28 +6902,24 @@ void R_RenderView(void)
        }
        r_refdef.view.clear = true;
 
-       // this produces a bloom texture to be used in R_BlendView() later
-       if (r_hdr.integer && r_bloomstate.bloomwidth)
-       {
-               R_HDR_RenderBloomTexture();
-               // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
-               r_textureframe++; // used only by R_GetCurrentTexture
-       }
-
        r_refdef.view.showdebug = true;
 
        R_View_Update();
        if (r_timereport_active)
                R_TimeReport("visibility");
 
-       r_waterstate.numwaterplanes = 0;
-       if (r_waterstate.enabled)
-               R_RenderWaterPlanes();
+       R_Shadow_UpdateBounceGridTexture();
+       if (r_timereport_active && r_shadow_bouncegrid.integer)
+               R_TimeReport("bouncegrid");
 
-       R_RenderScene();
-       r_waterstate.numwaterplanes = 0;
+       r_fb.water.numwaterplanes = 0;
+       if (r_fb.water.enabled)
+               R_RenderWaterPlanes(fbo, depthtexture, colortexture);
 
-       R_BlendView();
+       R_RenderScene(fbo, depthtexture, colortexture);
+       r_fb.water.numwaterplanes = 0;
+
+       R_BlendView(fbo, depthtexture, colortexture);
        if (r_timereport_active)
                R_TimeReport("blendview");
 
@@ -9745,7 +6931,7 @@ void R_RenderView(void)
        CHECKGLERROR
 }
 
-void R_RenderWaterPlanes(void)
+void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
        {
@@ -9762,26 +6948,21 @@ void R_RenderWaterPlanes(void)
        if (r_timereport_active)
                R_TimeReport("watermodels");
 
-       if (r_waterstate.numwaterplanes)
+       if (r_fb.water.numwaterplanes)
        {
-               R_Water_ProcessPlanes();
+               R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
                if (r_timereport_active)
                        R_TimeReport("waterscenes");
        }
 }
 
-extern void R_DrawLightningBeams (void);
-extern void VM_CL_AddPolygonsToMeshQueue (void);
-extern void R_DrawPortals (void);
 extern cvar_t cl_locs_show;
 static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
 static void R_DrawModelDecals(void);
-extern void R_DrawModelShadows(void);
-extern void R_DrawModelShadowMaps(void);
 extern cvar_t cl_decals_newsystem;
 extern qboolean r_shadow_usingdeferredprepass;
-void R_RenderScene(void)
+void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        qboolean shadowmapping = false;
 
@@ -9790,7 +6971,7 @@ void R_RenderScene(void)
 
        r_refdef.stats.renders++;
 
-       R_UpdateFogColor();
+       R_UpdateFog();
 
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
@@ -9824,19 +7005,15 @@ void R_RenderScene(void)
                if (skyrendermasked && skyrenderlater)
                {
                        // we have to force off the water clipping plane while rendering sky
-                       R_SetupView(false);
+                       R_SetupView(false, fbo, depthtexture, colortexture);
                        R_Sky();
-                       R_SetupView(true);
+                       R_SetupView(true, fbo, depthtexture, colortexture);
                        if (r_timereport_active)
                                R_TimeReport("sky");
                }
        }
 
-       R_AnimCache_CacheVisibleEntities();
-       if (r_timereport_active)
-               R_TimeReport("animation");
-
-       R_Shadow_PrepareLights();
+       R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
        if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
                R_Shadow_PrepareModelShadows();
        if (r_timereport_active)
@@ -9863,8 +7040,9 @@ void R_RenderScene(void)
 
        if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
        {
-               R_DrawModelShadowMaps();
-               R_ResetViewRendering3D();
+               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+               R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
+               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
                // don't let sound skip if going slow
                if (r_refdef.scene.extraupdate)
                        S_ExtraUpdate ();
@@ -9891,8 +7069,9 @@ void R_RenderScene(void)
 
        if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
-               R_DrawModelShadows();
-               R_ResetViewRendering3D();
+               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+               R_DrawModelShadows(fbo, depthtexture, colortexture);
+               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
                // don't let sound skip if going slow
                if (r_refdef.scene.extraupdate)
                        S_ExtraUpdate ();
@@ -9911,8 +7090,9 @@ void R_RenderScene(void)
 
        if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
-               R_DrawModelShadows();
-               R_ResetViewRendering3D();
+               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
+               R_DrawModelShadows(fbo, depthtexture, colortexture);
+               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
                // don't let sound skip if going slow
                if (r_refdef.scene.extraupdate)
                        S_ExtraUpdate ();
@@ -9946,7 +7126,8 @@ void R_RenderScene(void)
                        R_TimeReport("lightning");
        }
 
-       VM_CL_AddPolygonsToMeshQueue();
+       if (cl.csqc_loaded)
+               VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
 
        if (r_refdef.view.showdebug)
        {
@@ -9972,11 +7153,14 @@ void R_RenderScene(void)
                }
        }
 
-       R_MeshQueue_RenderTransparent();
-       if (r_timereport_active)
-               R_TimeReport("drawtrans");
+       if (r_transparent.integer)
+       {
+               R_MeshQueue_RenderTransparent();
+               if (r_timereport_active)
+                       R_TimeReport("drawtrans");
+       }
 
-       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))
+       if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
        {
                r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
                if (r_timereport_active)
@@ -10017,8 +7201,6 @@ void R_RenderScene(void)
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
-
-       R_ResetViewRendering2D();
 }
 
 static const unsigned short bboxelements[36] =
@@ -10031,7 +7213,7 @@ static const unsigned short bboxelements[36] =
        1, 0, 2, 1, 2, 3,
 };
 
-void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
 {
        int i;
        float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
@@ -10066,30 +7248,28 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        }
        R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
        R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       prvm_prog_t *prog = SVVM_prog;
        int i;
        float color[4];
        prvm_edict_t *edict;
-       prvm_prog_t *prog_save = prog;
 
        // this function draws bounding boxes of server entities
        if (!sv.active)
                return;
 
        GL_CullFace(GL_NONE);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
 
-       prog = 0;
-       SV_VM_Begin();
        for (i = 0;i < numsurfaces;i++)
        {
                edict = PRVM_EDICT_NUM(surfacelist[i]);
-               switch ((int)edict->fields.server->solid)
+               switch ((int)PRVM_serveredictfloat(edict, solid))
                {
                        case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
                        case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
@@ -10104,8 +7284,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                GL_CullFace(r_refdef.view.cullface_front);
                R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
        }
-       SV_VM_End();
-       prog = prog_save;
 }
 
 static void R_DrawEntityBBoxes(void)
@@ -10113,29 +7291,25 @@ static void R_DrawEntityBBoxes(void)
        int i;
        prvm_edict_t *edict;
        vec3_t center;
-       prvm_prog_t *prog_save = prog;
+       prvm_prog_t *prog = SVVM_prog;
 
        // this function draws bounding boxes of server entities
        if (!sv.active)
                return;
 
-       prog = 0;
-       SV_VM_Begin();
        for (i = 0;i < prog->num_edicts;i++)
        {
                edict = PRVM_EDICT_NUM(i);
                if (edict->priv.server->free)
                        continue;
                // exclude the following for now, as they don't live in world coordinate space and can't be solid:
-               if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
+               if(PRVM_serveredictedict(edict, tag_entity) != 0)
                        continue;
-               if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
+               if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
-               R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
        }
-       SV_VM_End();
-       prog = prog_save;
 }
 
 static const int nomodelelement3i[24] =
@@ -10182,7 +7356,7 @@ static const float nomodelcolor4f[6*4] =
        0.5f, 0.0f, 0.0f, 1.0f
 };
 
-void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i;
        float f1, f2, *c;
@@ -10232,7 +7406,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                }
        }
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
        R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
        R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
 }
@@ -10242,7 +7416,7 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        else
                R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
 }
@@ -10293,7 +7467,7 @@ void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t le
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 }
 
-int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
+static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
 {
        int i;
        float *vertex3f;
@@ -10336,7 +7510,7 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
        }
 }
 
-void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
 {
        int i;
        int *e, element[3];
@@ -10412,7 +7586,7 @@ static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
        if(parms[0] == 0 && parms[1] == 0)
                return false;
        if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
-               if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
+               if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
                        return false;
        return true;
 }
@@ -10420,7 +7594,7 @@ static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
 {
        double index, f;
-       index = parms[2] + r_refdef.scene.time * parms[3];
+       index = parms[2] + rsurface.shadertime * parms[3];
        index -= floor(index);
        switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
        {
@@ -10438,7 +7612,9 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
                index *= 4;
                f = index - floor(index);
                if (index < 1)
-                       f = f;
+               {
+                       // f = f;
+               }
                else if (index < 2)
                        f = 1 - f;
                else if (index < 3)
@@ -10449,14 +7625,15 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
        }
        f = parms[0] + parms[1] * f;
        if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
-               f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
+               f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
        return (float) f;
 }
 
-void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
+static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
 {
        int w, h, idx;
-       float f;
+       double f;
+       double offsetd[2];
        float tcmat[12];
        matrix4x4_t matrix, temp;
        switch(tcmod->tcmod)
@@ -10474,20 +7651,24 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
                        Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
                        break;
                case Q3TCMOD_ROTATE:
+                       f = tcmod->parms[0] * rsurface.shadertime;
                        Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
-                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
+                       Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
                        Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
                        break;
                case Q3TCMOD_SCALE:
                        Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
                        break;
                case Q3TCMOD_SCROLL:
-                       Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
+                       // extra care is needed because of precision breakdown with large values of time
+                       offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
+                       offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
+                       Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
                        break;
                case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
                        w = (int) tcmod->parms[0];
                        h = (int) tcmod->parms[1];
-                       f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
+                       f = rsurface.shadertime / (tcmod->parms[2] * w * h);
                        f = f - floor(f);
                        idx = (int) floor(f * w * h);
                        Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
@@ -10512,9 +7693,9 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
        Matrix4x4_Concat(texmatrix, &matrix, &temp);
 }
 
-void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
 {
-       int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+       int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
        char name[MAX_QPATH];
        skinframe_t *skinframe;
        unsigned char pixels[296*194];
@@ -10565,7 +7746,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                if (model->skinscenes)
                {
                        if (model->skinscenes[s].framecount > 1)
-                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                               s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                        else
                                s = model->skinscenes[s].firstframe;
                }
@@ -10576,9 +7757,9 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        // use an alternate animation if the entity's frame is not 0,
                        // and only if the texture has an alternate animation
                        if (rsurface.ent_alttextures && t->anim_total[1])
-                               t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
+                               t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
                        else
-                               t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
+                               t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
                }
                texture->currentframe = t;
        }
@@ -10598,26 +7779,26 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
                t->currentskinframe = r_qwskincache[i].skinframe;
                if (t->currentskinframe == NULL)
-                       t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
+                       t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
        }
        else if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
+               t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
        if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
+               t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = rsurface.colormod[3];
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
                t->currentalpha *= r_wateralpha.value;
-       if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
+       if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
-       if(!r_waterstate.enabled || r_refdef.view.isoverlay)
+       if(!r_fb.water.enabled || r_refdef.view.isoverlay)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
        if (!(rsurface.ent_flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        else if (FAKELIGHT_ENABLED)
        {
-                       // no modellight if using fakelight for the map
+               // no modellight if using fakelight for the map
        }
        else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
@@ -10631,6 +7812,9 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+       // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
+       if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+               t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
        if (rsurface.ent_flags & RENDER_DOUBLESIDED)
                t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
        if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
@@ -10644,6 +7828,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        }
        else
                t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
+       if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
+       {
+               // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
+               t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
+       }
        if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
                t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
 
@@ -10719,6 +7908,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        }
        t->specularscale *= t->specularscalemod;
        t->specularpower *= t->specularpowermod;
+       t->rtlightambient = 0;
 
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
@@ -10769,7 +7959,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        blendfunc2 = GL_ZERO;
                }
                // don't colormod evilblend textures
-               if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
+               if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
                        VectorSet(t->lightmapcolor, 1, 1, 1);
                depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
@@ -10838,58 +8028,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 
 rsurfacestate_t rsurface;
 
-void R_Mesh_ResizeArrays(int newvertices)
-{
-       unsigned char *base;
-       size_t size;
-       if (rsurface.array_size >= newvertices)
-               return;
-       if (rsurface.array_base)
-               Mem_Free(rsurface.array_base);
-       rsurface.array_size = (newvertices + 1023) & ~1023;
-       size = 0;
-       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
-       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
-       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
-       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[4]);
-       size += rsurface.array_size * sizeof(float[2]);
-       size += rsurface.array_size * sizeof(float[2]);
-       size += rsurface.array_size * sizeof(float[4]);
-       size += rsurface.array_size * sizeof(int[3]);
-       size += rsurface.array_size * sizeof(unsigned short[3]);
-       rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
-       rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
-       rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
-       rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
-       rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
-       rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
-       rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
-       rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
-       rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
-       rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
-       rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
-}
-
 void RSurf_ActiveWorldEntity(void)
 {
-       int newvertices;
        dp_model_t *model = r_refdef.scene.worldmodel;
        //if (rsurface.entity == r_refdef.scene.worldentity)
        //      return;
@@ -10898,11 +8038,8 @@ void RSurf_ActiveWorldEntity(void)
        memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
-       rsurface.ent_shadertime = 0;
        rsurface.ent_flags = r_refdef.scene.worldentity->flags;
-       newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
-       if (rsurface.array_size < newvertices)
-               R_Mesh_ResizeArrays(newvertices);
+       rsurface.shadertime = r_refdef.scene.time;
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        rsurface.matrixscale = 1;
@@ -10960,8 +8097,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.modelsurfaces = model->data_surfaces;
        rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
        rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-       rsurface.modelvertexposition = model->surfmesh.vertexposition;
-       rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+       rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
        rsurface.modelgeneratedvertex = false;
        rsurface.batchgeneratedvertex = false;
        rsurface.batchfirstvertex = 0;
@@ -10991,8 +8127,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -11006,7 +8141,6 @@ void RSurf_ActiveWorldEntity(void)
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
 {
-       int newvertices;
        dp_model_t *model = ent->model;
        //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
        //      return;
@@ -11015,11 +8149,8 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
        rsurface.ent_skinnum = ent->skinnum;
        rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
-       rsurface.ent_shadertime = ent->shadertime;
        rsurface.ent_flags = ent->flags;
-       newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
-       if (rsurface.array_size < newvertices)
-               R_Mesh_ResizeArrays(newvertices);
+       rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -11048,9 +8179,9 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
        }
-       if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
+       if (model->surfmesh.isanimated && model->AnimateVertices)
        {
-               if (ent->animcache_vertex3f && !r_framedata_failed)
+               if (ent->animcache_vertex3f)
                {
                        rsurface.modelvertex3f = ent->animcache_vertex3f;
                        rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
@@ -11058,44 +8189,40 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
                        rsurface.modelvertexmesh = ent->animcache_vertexmesh;
                        rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
-                       rsurface.modelvertexposition = ent->animcache_vertexposition;
-                       rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
+                       rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
                }
                else if (wanttangents)
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
-                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
-                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                else if (wantnormals)
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                else
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                rsurface.modelvertex3f_vertexbuffer = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
@@ -11123,8 +8250,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
                rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
                rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-               rsurface.modelvertexposition = model->surfmesh.vertexposition;
-               rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+               rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
                rsurface.modelgeneratedvertex = false;
        }
        rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
@@ -11174,8 +8300,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -11189,19 +8314,14 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
 
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
 {
-       int newvertices;
-
        rsurface.entity = r_refdef.scene.worldentity;
        rsurface.skeleton = NULL;
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
-       rsurface.ent_shadertime = shadertime;
        rsurface.ent_flags = entflags;
+       rsurface.shadertime = r_refdef.scene.time - shadertime;
        rsurface.modelnumvertices = numvertices;
        rsurface.modelnumtriangles = numtriangles;
-       newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
-       if (rsurface.array_size < newvertices)
-               R_Mesh_ResizeArrays(newvertices);
        rsurface.matrix = *matrix;
        rsurface.inversematrix = *inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -11227,29 +8347,28 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
        if (wanttangents)
        {
-               rsurface.modelvertex3f = vertex3f;
-               rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
-               rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
-               rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
+               rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else if (wantnormals)
        {
-               rsurface.modelvertex3f = vertex3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
                rsurface.modelsvector3f = NULL;
                rsurface.modeltvector3f = NULL;
-               rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else
        {
-               rsurface.modelvertex3f = vertex3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
                rsurface.modelsvector3f = NULL;
                rsurface.modeltvector3f = NULL;
                rsurface.modelnormal3f = NULL;
        }
        rsurface.modelvertexmesh = NULL;
        rsurface.modelvertexmeshbuffer = NULL;
-       rsurface.modelvertexposition = NULL;
-       rsurface.modelvertexpositionbuffer = NULL;
+       rsurface.modelvertex3fbuffer = NULL;
        rsurface.modelvertex3f_vertexbuffer = 0;
        rsurface.modelvertex3f_bufferoffset = 0;
        rsurface.modelsvector3f_vertexbuffer = 0;
@@ -11259,19 +8378,19 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.modelnormal3f_vertexbuffer = 0;
        rsurface.modelnormal3f_bufferoffset = 0;
        rsurface.modelgeneratedvertex = true;
-       rsurface.modellightmapcolor4f  = color4f;
+       rsurface.modellightmapcolor4f  = (float *)color4f;
        rsurface.modellightmapcolor4f_vertexbuffer = 0;
        rsurface.modellightmapcolor4f_bufferoffset = 0;
-       rsurface.modeltexcoordtexture2f  = texcoord2f;
+       rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
        rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
        rsurface.modeltexcoordtexture2f_bufferoffset = 0;
        rsurface.modeltexcoordlightmap2f  = NULL;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
        rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
-       rsurface.modelelement3i = element3i;
+       rsurface.modelelement3i = (int *)element3i;
        rsurface.modelelement3i_indexbuffer = NULL;
        rsurface.modelelement3i_bufferoffset = 0;
-       rsurface.modelelement3s = element3s;
+       rsurface.modelelement3s = (unsigned short *)element3s;
        rsurface.modelelement3s_indexbuffer = NULL;
        rsurface.modelelement3s_bufferoffset = 0;
        rsurface.modellightmapoffsets = NULL;
@@ -11304,8 +8423,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -11320,14 +8438,14 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        {
                if ((wantnormals || wanttangents) && !normal3f)
                {
-                       Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
                }
                if (wanttangents && !svector3f)
                {
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
-                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
                }
        }
 }
@@ -11364,7 +8482,7 @@ float RSurf_FogVertex(const float *v)
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
-void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
+static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
 {
        int i;
        for (i = 0;i < numelements;i++)
@@ -11386,6 +8504,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        int surfacefirstvertex;
        int surfaceendvertex;
        int surfacenumvertices;
+       int batchnumvertices;
+       int batchnumtriangles;
        int needsupdate;
        int i, j;
        qboolean gaps;
@@ -11397,7 +8517,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        float waveparms[4];
        q3shaderinfo_deform_t *deform;
        const msurface_t *surface, *firstsurface;
-       r_vertexposition_t *vertexposition;
        r_vertexmesh_t *vertexmesh;
        if (!texturenumsurfaces)
                return;
@@ -11405,7 +8524,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        gaps = false;
        firstsurface = texturesurfacelist[0];
        firsttriangle = firstsurface->num_firsttriangle;
-       numtriangles = 0;
+       batchnumvertices = 0;
+       batchnumtriangles = 0;
        firstvertex = endvertex = firstsurface->num_firstvertex;
        for (i = 0;i < texturenumsurfaces;i++)
        {
@@ -11414,30 +8534,38 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        gaps = true;
                surfacefirstvertex = surface->num_firstvertex;
                surfaceendvertex = surfacefirstvertex + surface->num_vertices;
+               surfacenumvertices = surface->num_vertices;
                surfacenumtriangles = surface->num_triangles;
                if (firstvertex > surfacefirstvertex)
                        firstvertex = surfacefirstvertex;
                if (endvertex < surfaceendvertex)
                        endvertex = surfaceendvertex;
-               numtriangles += surfacenumtriangles;
+               batchnumvertices += surfacenumvertices;
+               batchnumtriangles += surfacenumtriangles;
        }
 
        // we now know the vertex range used, and if there are any gaps in it
        rsurface.batchfirstvertex = firstvertex;
        rsurface.batchnumvertices = endvertex - firstvertex;
        rsurface.batchfirsttriangle = firsttriangle;
-       rsurface.batchnumtriangles = numtriangles;
+       rsurface.batchnumtriangles = batchnumtriangles;
 
        // this variable holds flags for which properties have been updated that
-       // may require regenerating vertexmesh or vertexposition arrays...
+       // may require regenerating vertexmesh array...
        needsupdate = 0;
 
        // check if any dynamic vertex processing must occur
        dynamicvertex = false;
 
+       // if there is a chance of animated vertex colors, it's a dynamic batch
        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
-               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
-       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       {
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_NOGAPS;
+               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
+       }
+
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
        {
                switch (deform->deform)
                {
@@ -11456,12 +8584,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                case Q3DEFORM_AUTOSPRITE:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_NORMAL:
                        dynamicvertex = true;
@@ -11473,19 +8601,19 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_BULGE:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_MOVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
                        break;
                }
        }
@@ -11513,7 +8641,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
        }
 
@@ -11524,13 +8652,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
        }
 
-       if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
-       {
-               dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
-               needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
-       }
-
        if (dynamicvertex || gaps || rsurface.batchfirstvertex)
        {
                // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
@@ -11544,7 +8665,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
        // when the model data has no vertex buffer (dynamic mesh), we need to
        // eliminate gaps
-       if (!rsurface.modelvertexmeshbuffer)
+       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
                batchneed |= BATCHNEED_NOGAPS;
 
        // if needsupdate, we have to do a dynamic vertex batch for sure
@@ -11555,18 +8676,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
                dynamicvertex = true;
 
-       // see if we need to build vertexposition from arrays
-       if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
-               dynamicvertex = true;
-
        // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
+       // also some drivers strongly dislike firstvertex
        if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
                dynamicvertex = true;
 
-       // if there is a chance of animated vertex colors, it's a dynamic batch
-       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
-               dynamicvertex = true;
-
        rsurface.batchvertex3f = rsurface.modelvertex3f;
        rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
        rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
@@ -11588,8 +8702,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
        rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
-       rsurface.batchvertexposition = rsurface.modelvertexposition;
-       rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
+       rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
        rsurface.batchvertexmesh = rsurface.modelvertexmesh;
        rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
        rsurface.batchelement3i = rsurface.modelelement3i;
@@ -11620,16 +8733,17 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // otherwise use the original static buffer with an appropriate offset
                if (gaps)
                {
-                       firsttriangle = 0;
+                       // build a new triangle elements array for this batch
+                       rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
+                       rsurface.batchfirsttriangle = 0;
                        numtriangles = 0;
                        for (i = 0;i < texturenumsurfaces;i++)
                        {
                                surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
                                surfacenumtriangles = texturesurfacelist[i]->num_triangles;
-                               memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
+                               memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
                                numtriangles += surfacenumtriangles;
                        }
-                       rsurface.batchelement3i = rsurface.array_batchelement3i;
                        rsurface.batchelement3i_indexbuffer = NULL;
                        rsurface.batchelement3i_bufferoffset = 0;
                        rsurface.batchelement3s = NULL;
@@ -11637,26 +8751,25 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        rsurface.batchelement3s_bufferoffset = 0;
                        if (endvertex <= 65536)
                        {
-                               rsurface.batchelement3s = rsurface.array_batchelement3s;
+                               // make a 16bit (unsigned short) index array if possible
+                               rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                                for (i = 0;i < numtriangles*3;i++)
-                                       rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+                                       rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                        }
-                       rsurface.batchfirsttriangle = firsttriangle;
-                       rsurface.batchnumtriangles = numtriangles;
                }
                return;
        }
 
        // something needs software processing, do it for real...
-       // we only directly handle interleaved array data in this case...
+       // we only directly handle separate array data in this case and then
+       // generate interleaved data if needed...
        rsurface.batchgeneratedvertex = true;
 
        // now copy the vertex data into a combined array and make an index array
        // (this is what Quake3 does all the time)
        //if (gaps || rsurface.batchfirstvertex)
        {
-               rsurface.batchvertexposition = NULL;
-               rsurface.batchvertexpositionbuffer = NULL;
+               rsurface.batchvertex3fbuffer = NULL;
                rsurface.batchvertexmesh = NULL;
                rsurface.batchvertexmeshbuffer = NULL;
                rsurface.batchvertex3f = NULL;
@@ -11680,32 +8793,30 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchtexcoordlightmap2f = NULL;
                rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
                rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
-               rsurface.batchelement3i = rsurface.array_batchelement3i;
+               rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                rsurface.batchelement3i_indexbuffer = NULL;
                rsurface.batchelement3i_bufferoffset = 0;
                rsurface.batchelement3s = NULL;
                rsurface.batchelement3s_indexbuffer = NULL;
                rsurface.batchelement3s_bufferoffset = 0;
                // we'll only be setting up certain arrays as needed
-               if (batchneed & BATCHNEED_VERTEXPOSITION)
-                       rsurface.batchvertexposition = rsurface.array_batchvertexposition;
                if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
-                       rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
+                       rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
                if (batchneed & BATCHNEED_ARRAY_VERTEX)
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_NORMAL)
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_VECTOR)
                {
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+                       rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                }
                if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
-                       rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+                       rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
-                       rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+                       rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
-                       rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
+                       rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                numvertices = 0;
                numtriangles = 0;
                for (i = 0;i < texturenumsurfaces;i++)
@@ -11715,29 +8826,60 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
                        surfacenumtriangles = texturesurfacelist[i]->num_triangles;
                        // copy only the data requested
-                       if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
-                               memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
                        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
-                               memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
+                               memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
                        if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
                        {
                                if (batchneed & BATCHNEED_ARRAY_VERTEX)
-                                       memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                               if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
-                                       memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                               if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
                                {
-                                       memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                                       memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       if (rsurface.batchvertex3f)
+                                               memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       else
+                                               memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_NORMAL)
+                               {
+                                       if (rsurface.modelnormal3f)
+                                               memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       else
+                                               memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_VECTOR)
+                               {
+                                       if (rsurface.modelsvector3f)
+                                       {
+                                               memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                               memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       }
+                                       else
+                                       {
+                                               memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                                               memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                                       }
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
+                               {
+                                       if (rsurface.modellightmapcolor4f)
+                                               memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
+                                       else
+                                               memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
+                               {
+                                       if (rsurface.modeltexcoordtexture2f)
+                                               memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       else
+                                               memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
+                               {
+                                       if (rsurface.modeltexcoordlightmap2f)
+                                               memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       else
+                                               memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
                                }
-                               if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
-                                       memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
-                               if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
-                                       memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
-                               if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
-                                       memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
                        }
-                       RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
+                       RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
                        numtriangles += surfacenumtriangles;
                }
@@ -11746,16 +8888,16 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // (in general, dynamic batches fit)
                if (numvertices <= 65536)
                {
-                       rsurface.batchelement3s = rsurface.array_batchelement3s;
+                       rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                        for (i = 0;i < numtriangles*3;i++)
-                               rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+                               rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                }
 
                // since we've copied everything, the batch now starts at 0
                rsurface.batchfirstvertex = 0;
-               rsurface.batchnumvertices = numvertices;
+               rsurface.batchnumvertices = batchnumvertices;
                rsurface.batchfirsttriangle = 0;
-               rsurface.batchnumtriangles = numtriangles;
+               rsurface.batchnumtriangles = batchnumtriangles;
        }
 
        // q1bsp surfaces rendered in vertex color mode have to have colors
@@ -11768,10 +8910,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                int size3;
                const int *offsets;
                const unsigned char *lm;
-               numvertices = 0;
-               rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+               rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
                rsurface.batchlightmapcolor4f_bufferoffset = 0;
+               numvertices = 0;
                for (i = 0;i < texturenumsurfaces;i++)
                {
                        surface = texturesurfacelist[i];
@@ -11803,10 +8945,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                                        }
                                                }
                                        }
-                                       c[0] >>= 15;
-                                       c[1] >>= 15;
-                                       c[2] >>= 15;
-                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
+                                       c[0] >>= 7;
+                                       c[1] >>= 7;
+                                       c[2] >>= 7;
+                                       Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
                                        numvertices++;
                                }
                        }
@@ -11814,7 +8956,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        {
                                for (j = 0;j < surfacenumvertices;j++)
                                {
-                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
+                                       Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
                                        numvertices++;
                                }
                        }
@@ -11824,7 +8966,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // if vertices are deformed (sprite flares and things in maps, possibly
        // water waves, bulges and other deformations), modify the copied vertices
        // in place
-       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
        {
                switch (deform->deform)
                {
@@ -11847,8 +8989,25 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
+//                     rsurface.batchsvector3f_vertexbuffer = NULL;
+//                     rsurface.batchsvector3f_bufferoffset = 0;
+//                     rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
+//                     rsurface.batchtvector3f_vertexbuffer = NULL;
+//                     rsurface.batchtvector3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
+                       // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
+                       if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
+                               Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        // a single autosprite surface can contain multiple sprites...
-                       for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+                       for (j = 0;j < batchnumvertices - 3;j += 4)
                        {
                                VectorClear(center);
                                for (i = 0;i < 4;i++)
@@ -11860,24 +9019,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                for (i = 0;i < 4;i++)
                                {
                                        VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
-                                       VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
+                                       VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
                                }
                        }
                        // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchsvector3f_vertexbuffer = NULL;
-                       rsurface.batchsvector3f_bufferoffset = 0;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                       rsurface.batchtvector3f_vertexbuffer = NULL;
-                       rsurface.batchtvector3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
@@ -11886,6 +9033,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
                        {
                                const float *v1, *v2;
                                vec3_t start, end;
@@ -11899,7 +9049,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                shortest[2];
                                memset(shortest, 0, sizeof(shortest));
                                // a single autosprite surface can contain multiple sprites...
-                               for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+                               for (j = 0;j < batchnumvertices - 3;j += 4)
                                {
                                        VectorClear(center);
                                        for (i = 0;i < 4;i++)
@@ -11960,55 +9110,52 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        {
                                                v1 = rsurface.batchvertex3f + 3*(j+i);
                                                f = DotProduct(right, v1) - l;
-                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
+                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
                                        }
                                }
                        }
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
                        if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
                        {
-                               Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                               rsurface.batchnormal3f_vertexbuffer = NULL;
-                               rsurface.batchnormal3f_bufferoffset = 0;
+//                             rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchnormal3f_vertexbuffer = NULL;
+//                             rsurface.batchnormal3f_bufferoffset = 0;
+                               Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_NORMAL:
                        // deform the normals to make reflections wavey
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+                       rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                float vertex[3];
-                               float *normal = rsurface.array_batchnormal3f + 3*j;
+                               float *normal = rsurface.batchnormal3f + 3*j;
                                VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
-                               normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
-                               normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
-                               normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+                               normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
+                               normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
+                               normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
                                VectorNormalize(normal);
                        }
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_WAVE:
@@ -12022,7 +9169,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        // this is how a divisor of vertex influence on deformation
                        animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                // if the wavefunc depends on time, evaluate it per-vertex
                                if (waveparms[3])
@@ -12030,51 +9183,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
                                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
                                }
-                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
                        }
                        // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_BULGE:
                        // deform vertex array to make the surface have moving bulges
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
-                               scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
-                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
+                               scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
                        }
                        // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_MOVE:
@@ -12083,11 +9230,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                break; // if wavefunc is a nop, don't make a dynamic vertex array
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
                        VectorScale(deform->parms, scale, waveparms);
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
-                               VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
+                               VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
                        break;
                }
        }
@@ -12099,25 +9246,28 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        case Q3TCGEN_TEXTURE:
                break;
        case Q3TCGEN_LIGHTMAP:
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                if (rsurface.batchtexcoordlightmap2f)
-                       memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+                       memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
                break;
        case Q3TCGEN_VECTOR:
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
+                       rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
+                       rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        case Q3TCGEN_ENVIRONMENT:
                // make environment reflections using a spheremap
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+               rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
                        // identical to Q3A's method, but executed in worldspace so
                        // carried models can be shiny too
@@ -12139,12 +9289,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
                        // note: this sphere map only uses world x and z!
                        // so positive and negative y will LOOK THE SAME.
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+                       rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
+                       rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        }
        // the only tcmod that needs software vertex processing is turbulent, so
@@ -12155,58 +9302,46 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                amplitude = rsurface.texture->tcmods[0].parms[1];
-               animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+               animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
        }
 
        if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
        {
                // convert the modified arrays to vertex structs
-               rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
-               rsurface.batchvertexmeshbuffer = NULL;
+//             rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
+//             rsurface.batchvertexmeshbuffer = NULL;
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
                if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
                if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
                {
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                        {
                                VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
                                VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
                        }
                }
                if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
-                               Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
+                               Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
                if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
                if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
        }
-
-       if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
-       {
-               // convert the modified arrays to vertex structs
-               rsurface.batchvertexposition = rsurface.array_batchvertexposition;
-               rsurface.batchvertexpositionbuffer = NULL;
-               if (sizeof(r_vertexposition_t) == sizeof(float[3]))
-                       memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
-               else
-                       for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
-                               VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
-       }
 }
 
 void RSurf_DrawBatch(void)
@@ -12254,14 +9389,14 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
        r_waterstate_waterplane_t *p;
        qboolean prepared = false;
        bestd = 0;
-       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
        {
                if(p->camera_entity != rsurface.texture->camera_entity)
                        continue;
                d = 0;
                if(!prepared)
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
                        prepared = true;
                        if(rsurface.batchnumvertices == 0)
                                break;
@@ -12287,11 +9422,11 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
 {
        int i;
-       for (i = 0;i < rsurface.batchnumvertices;i++)
-               Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0;i < rsurface.batchnumvertices;i++)
+               Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
 }
 
 static void RSurf_DrawBatch_GL11_ApplyFog(void)
@@ -12304,7 +9439,11 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        if (rsurface.passcolor4f)
        {
                // generate color arrays
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+               c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f;
@@ -12315,7 +9454,10 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        }
        else
        {
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = f;
@@ -12324,9 +9466,6 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
                        c2[3] = 1;
                }
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
@@ -12338,7 +9477,11 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
        {
                f = RSurf_FogVertex(v);
                c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
@@ -12346,9 +9489,6 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
                c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
                c2[3] = c[3];
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
@@ -12358,16 +9498,17 @@ static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] * r;
                c2[1] = c[1] * g;
                c2[2] = c[2] * b;
                c2[3] = c[3] * a;
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
@@ -12377,16 +9518,17 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] + r_refdef.scene.ambient;
                c2[1] = c[1] + r_refdef.scene.ambient;
                c2[2] = c[2] + r_refdef.scene.ambient;
                c2[3] = c[3];
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -12437,7 +9579,7 @@ static void RSurf_DrawBatch_GL11_ClampColor(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
+       for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
        {
                c2[0] = bound(0.0f, c1[0], 1.0f);
                c2[1] = bound(0.0f, c1[1], 1.0f);
@@ -12456,7 +9598,10 @@ static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
        //vec3_t eyedir;
 
        // fake shading
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
        {
                f = -DotProduct(r_refdef.view.forward, n);
                f = max(0, f);
@@ -12464,10 +9609,6 @@ static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
                f *= r_refdef.lightmapintensity;
                Vector4Set(c, f, f, f, 1);
        }
-
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -12505,7 +9646,10 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b,
        if (VectorLength2(diffusecolor) > 0)
        {
                // q3-style directional shading
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
                {
                        if ((f = DotProduct(n, lightdir)) > 0)
                                VectorMA(ambientcolor, f, diffusecolor, c);
@@ -12517,9 +9661,6 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b,
                *g = 1;
                *b = 1;
                *a = 1;
-               rsurface.passcolor4f = rsurface.array_passcolor4f;
-               rsurface.passcolor4f_vertexbuffer = 0;
-               rsurface.passcolor4f_bufferoffset = 0;
                *applycolor = false;
        }
        else
@@ -12549,7 +9690,13 @@ static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a
        float f;
        const float *v;
        float *c;
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
+
+       // fake shading
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
        {
                f = 1 - RSurf_FogVertex(v);
                c[0] = r;
@@ -12575,7 +9722,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // transparent sky would be ridiculous
        if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                return;
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
        skyrenderlater = true;
        RSurf_SetupDepthAndCulling();
        GL_DepthMask(true);
@@ -12585,23 +9732,26 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // in Quake3 maps as it causes problems with q3map2 sky tricks,
        // and skymasking also looks very bad when noclipping outside the
        // level, so don't use it then either.
-       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
+       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
        {
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
-                       R_SetupShader_DepthOrShadow();
+                       R_SetupShader_DepthOrShadow(false, false);
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
                        // anything despite that colormask...
                        GL_BlendFunc(GL_ZERO, GL_ONE);
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+                       if (rsurface.batchvertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
                }
                else
                {
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic_NoTexture(false, false);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
@@ -12620,13 +9770,13 @@ extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
-       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
+       if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
                return;
        if (prepass)
        {
                // render screenspace normalmap to texture
                GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
                RSurf_DrawBatch();
                return;
        }
@@ -12654,18 +9804,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                        {
                                // render water or distortion background
                                GL_DepthMask(true);
-                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
                                RSurf_DrawBatch();
                                // blend surface on top
                                GL_DepthMask(false);
-                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
                                RSurf_DrawBatch();
                        }
                        else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // render surface with reflection texture as input
                                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
                                RSurf_DrawBatch();
                        }
                }
@@ -12674,7 +9824,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
 
        // render surface batch normally
        GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-       R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
+       R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
        RSurf_DrawBatch();
 }
 
@@ -12771,7 +9921,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(1, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
                        RSurf_DrawBatch();
                        break;
@@ -12874,7 +10024,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
                        RSurf_DrawBatch();
                        break;
@@ -12896,9 +10046,8 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        r_vertexgeneric_t *batchvertex;
        float c[4];
 
-       GL_AlphaTest(false);
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
 
        if(rsurface.texture && rsurface.texture->currentskinframe)
        {
@@ -13004,7 +10153,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                RSurf_DrawBatch_GL11_ClampColor();
 
                R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic_NoTexture(false, false);
                RSurf_DrawBatch();
        }
        else if (!r_refdef.view.showdebug)
@@ -13014,7 +10163,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
                {
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
-                       Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
+                       Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
                }
                R_Mesh_PrepareVertices_Generic_Unlock();
                RSurf_DrawBatch();
@@ -13025,9 +10174,9 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
                for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
                {
-                       unsigned char c = vi << 3;
+                       unsigned char c = (vi << 3) * (1.0f / 256.0f);
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
-                       Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
+                       Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
                }
                R_Mesh_PrepareVertices_Generic_Unlock();
                RSurf_DrawBatch();
@@ -13039,13 +10188,13 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
                for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
                {
-                       unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
+                       unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
                        VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
                        VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
                        VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
-                       Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
-                       Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
-                       Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
+                       Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
+                       Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
+                       Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
                }
                R_Mesh_PrepareVertices_Generic_Unlock();
                R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
@@ -13055,7 +10204,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                int texturesurfaceindex;
                int k;
                const msurface_t *surface;
-               unsigned char surfacecolor4ub[4];
+               float surfacecolor4f[4];
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
                vi = 0;
@@ -13063,11 +10212,11 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                {
                        surface = texturesurfacelist[texturesurfaceindex];
                        k = (int)(((size_t)surface) / sizeof(msurface_t));
-                       Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
+                       Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
                        for (j = 0;j < surface->num_vertices;j++)
                        {
                                VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
-                               Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
+                               Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
                                vi++;
                        }
                }
@@ -13088,13 +10237,15 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
                break;
        case RENDERPATH_GL11:
@@ -13116,13 +10267,15 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
                break;
        case RENDERPATH_GL11:
@@ -13138,8 +10291,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        int texturenumsurfaces, endsurface;
        texture_t *texture;
        const msurface_t *surface;
-#define MAXBATCH_TRANSPARENTSURFACES 256
-       const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
+       const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
 
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
@@ -13153,14 +10305,16 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }
@@ -13200,13 +10354,15 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_DepthTest(true);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
-                               GL_AlphaTest(false);
 //                             R_Mesh_ResetTextureState();
-                               R_SetupShader_DepthOrShadow();
+                               R_SetupShader_DepthOrShadow(false, false);
                        }
                        RSurf_SetupDepthAndCulling();
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+                       if (rsurface.batchvertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
                        RSurf_DrawBatch();
                }
                if (setup)
@@ -13220,7 +10376,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                texture = surface->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
                // scan ahead until we find a different texture
-               endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
+               endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
                if(FAKELIGHT_ENABLED)
@@ -13256,10 +10412,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
        }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
-       GL_AlphaTest(false);
 }
 
-static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
+static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // transparent surfaces get pushed off into the transparent queue
        int surfacelistindex;
@@ -13268,17 +10423,26 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const
        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;
+               if (r_transparent_sortsurfacesbynearest.integer)
+               {
+                       tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+                       tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+                       tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+               }
+               else
+               {
+                       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);
-               if (queueentity->transparent_offset) // transparent offset
+               if (rsurface.entity->transparent_offset) // transparent offset
                {
-                       center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
-                       center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
-                       center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
+                       center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
+                       center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
                }
-               R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
        }
 }
 
@@ -13286,17 +10450,19 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
 {
        if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
                return;
-       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+       if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
                return;
        RSurf_SetupDepthAndCulling();
-       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+       if (rsurface.batchvertex3fbuffer)
+               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+       else
+               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
        RSurf_DrawBatch();
 }
 
 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
-       const entity_render_t *queueentity = r_refdef.scene.worldentity;
        CHECKGLERROR
        if (depthonly)
                R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
@@ -13305,19 +10471,19 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -13327,10 +10493,11 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
        CHECKGLERROR
 }
 
-void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
+       R_FrameData_SetMark();
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -13369,9 +10536,10 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                // render the range of surfaces
                R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
+       R_FrameData_ReturnToMark();
 }
 
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        CHECKGLERROR
        if (depthonly)
@@ -13381,19 +10549,19 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -13403,10 +10571,11 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
        CHECKGLERROR
 }
 
-void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
+       R_FrameData_SetMark();
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -13443,8 +10612,9 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                                ;
                }
                // render the range of surfaces
-               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
+               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
+       R_FrameData_ReturnToMark();
 }
 
 float locboxvertex3f[6*4*3] =
@@ -13467,7 +10637,7 @@ unsigned short locboxelements[6*2*3] =
        20,21,22, 20,22,23
 };
 
-void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i, j;
        cl_locnode_t *loc = (cl_locnode_t *)ent;
@@ -13506,7 +10676,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
                        vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
 
        R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
        R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
 }
 
@@ -13519,7 +10689,7 @@ void R_DrawLocs(void)
        for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
        {
                VectorLerp(loc->mins, 0.5f, loc->maxs, center);
-               R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
        }
 }
 
@@ -13563,7 +10733,7 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        // grab a decal and search for another free slot for the next one
        decals = decalsystem->decals;
        decal = decalsystem->decals + (i = decalsystem->freedecal++);
-       for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
+       for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
                ;
        decalsystem->freedecal = i;
        if (decalsystem->numdecals <= i)
@@ -13574,18 +10744,18 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        decal->triangleindex = triangleindex;
        decal->surfaceindex = surfaceindex;
        decal->decalsequence = decalsequence;
-       decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
-       decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
-       decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
-       decal->color4ub[0][3] = 255;
-       decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
-       decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
-       decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
-       decal->color4ub[1][3] = 255;
-       decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
-       decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
-       decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
-       decal->color4ub[2][3] = 255;
+       decal->color4f[0][0] = c0[0];
+       decal->color4f[0][1] = c0[1];
+       decal->color4f[0][2] = c0[2];
+       decal->color4f[0][3] = 1;
+       decal->color4f[1][0] = c1[0];
+       decal->color4f[1][1] = c1[1];
+       decal->color4f[1][2] = c1[2];
+       decal->color4f[1][3] = 1;
+       decal->color4f[2][0] = c2[0];
+       decal->color4f[2][1] = c2[1];
+       decal->color4f[2][2] = c2[2];
+       decal->color4f[2][3] = 1;
        decal->vertex3f[0][0] = v0[0];
        decal->vertex3f[0][1] = v0[1];
        decal->vertex3f[0][2] = v0[2];
@@ -13601,6 +10771,9 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        decal->texcoord2f[1][1] = t1[1];
        decal->texcoord2f[2][0] = t2[0];
        decal->texcoord2f[2][1] = t2[1];
+       TriangleNormal(v0, v1, v2, decal->plane);
+       VectorNormalize(decal->plane);
+       decal->plane[3] = DotProduct(v0, decal->plane);
 }
 
 extern cvar_t cl_decals_bias;
@@ -13613,6 +10786,7 @@ static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, flo
        int index;
        float v[9][3];
        const float *vertex3f;
+       const float *normal3f;
        int numpoints;
        float points[2][9][3];
        float temp[3];
@@ -13624,12 +10798,25 @@ static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, flo
        e = rsurface.modelelement3i + 3*triangleindex;
 
        vertex3f = rsurface.modelvertex3f;
+       normal3f = rsurface.modelnormal3f;
 
-       for (cornerindex = 0;cornerindex < 3;cornerindex++)
+       if (normal3f)
+       {
+               for (cornerindex = 0;cornerindex < 3;cornerindex++)
+               {
+                       index = 3*e[cornerindex];
+                       VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
+               }
+       }
+       else
        {
-               index = 3*e[cornerindex];
-               VectorCopy(vertex3f + index, v[cornerindex]);
+               for (cornerindex = 0;cornerindex < 3;cornerindex++)
+               {
+                       index = 3*e[cornerindex];
+                       VectorCopy(vertex3f + index, v[cornerindex]);
+               }
        }
+
        // cull backfaces
        //TriangleNormal(v[0], v[1], v[2], normal);
        //if (DotProduct(normal, localnormal) < 0.0f)
@@ -13733,7 +10920,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                R_DecalSystem_Reset(decalsystem);
        decalsystem->model = model;
 
-       RSurf_ActiveModelEntity(ent, false, false, false);
+       RSurf_ActiveModelEntity(ent, true, false, false);
 
        Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
        Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
@@ -13943,16 +11130,16 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
        lifetime = cl_decals_time.value + cl_decals_fadetime.value;
 
        if (decalsystem->lastupdatetime)
-               frametime = (cl.time - decalsystem->lastupdatetime);
+               frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
        else
                frametime = 0;
-       decalsystem->lastupdatetime = cl.time;
+       decalsystem->lastupdatetime = r_refdef.scene.time;
        decal = decalsystem->decals;
        numdecals = decalsystem->numdecals;
 
        for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
        {
-               if (decal->color4ub[0][3])
+               if (decal->color4f[0][3])
                {
                        decal->lived += frametime;
                        if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
@@ -13964,13 +11151,13 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
                }
        }
        decal = decalsystem->decals;
-       while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
+       while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
                numdecals--;
 
        // collapse the array by shuffling the tail decals into the gaps
        for (;;)
        {
-               while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
+               while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
                        decalsystem->freedecal++;
                if (decalsystem->freedecal == numdecals)
                        break;
@@ -14023,7 +11210,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        else
                RSurf_ActiveModelEntity(ent, false, false, false);
 
-       decalsystem->lastupdatetime = cl.time;
+       decalsystem->lastupdatetime = r_refdef.scene.time;
        decal = decalsystem->decals;
 
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
@@ -14034,32 +11221,33 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        t2f = decalsystem->texcoord2f;
        for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
        {
-               if (!decal->color4ub[0][3])
+               if (!decal->color4f[0][3])
                        continue;
 
                if (surfacevisible && !surfacevisible[decal->surfaceindex])
                        continue;
 
+               // skip backfaces
+               if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
+                       continue;
+
                // update color values for fading decals
                if (decal->lived >= cl_decals_time.value)
-               {
                        alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
-                       alpha *= (1.0f/255.0f);
-               }
                else
-                       alpha = 1.0f/255.0f;
+                       alpha = 1.0f;
 
-               c4f[ 0] = decal->color4ub[0][0] * alpha;
-               c4f[ 1] = decal->color4ub[0][1] * alpha;
-               c4f[ 2] = decal->color4ub[0][2] * alpha;
+               c4f[ 0] = decal->color4f[0][0] * alpha;
+               c4f[ 1] = decal->color4f[0][1] * alpha;
+               c4f[ 2] = decal->color4f[0][2] * alpha;
                c4f[ 3] = 1;
-               c4f[ 4] = decal->color4ub[1][0] * alpha;
-               c4f[ 5] = decal->color4ub[1][1] * alpha;
-               c4f[ 6] = decal->color4ub[1][2] * alpha;
+               c4f[ 4] = decal->color4f[1][0] * alpha;
+               c4f[ 5] = decal->color4f[1][1] * alpha;
+               c4f[ 6] = decal->color4f[1][2] * alpha;
                c4f[ 7] = 1;
-               c4f[ 8] = decal->color4ub[2][0] * alpha;
-               c4f[ 9] = decal->color4ub[2][1] * alpha;
-               c4f[10] = decal->color4ub[2][2] * alpha;
+               c4f[ 8] = decal->color4f[2][0] * alpha;
+               c4f[ 9] = decal->color4f[2][1] * alpha;
+               c4f[10] = decal->color4f[2][2] * alpha;
                c4f[11] = 1;
 
                t2f[0] = decal->texcoord2f[0][0];
@@ -14106,7 +11294,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
 
                // now render the decals all at once
                // (this assumes they all use one particle font texture!)
-               RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
+               RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
 //             R_Mesh_ResetTextureState();
                R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
                GL_DepthMask(false);
@@ -14115,7 +11303,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_DepthTest(true);
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
        }
 }
@@ -14157,7 +11345,7 @@ static void R_DrawModelDecals(void)
 }
 
 extern cvar_t mod_collision_bih;
-void R_DrawDebugModel(void)
+static void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
@@ -14165,28 +11353,44 @@ void R_DrawDebugModel(void)
        dp_model_t *model = ent->model;
        vec3_t v;
 
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               break;
-       case RENDERPATH_D3D9:
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+       if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
                return;
+
+       if (r_showoverdraw.value > 0)
+       {
+               float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
+               flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
+               R_SetupShader_Generic_NoTexture(false, false);
+               GL_DepthTest(false);
+               GL_DepthMask(false);
+               GL_DepthRange(0, 1);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+                               continue;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
+                       if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
+                               if (!rsurface.texture->currentlayers->depthmask)
+                                       GL_Color(c, 0, 0, 1.0f);
+                               else if (ent == r_refdef.scene.worldentity)
+                                       GL_Color(c, c, c, 1.0f);
+                               else
+                                       GL_Color(0, c, 0, 1.0f);
+                               R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+                               RSurf_DrawBatch();
+                       }
+               }
+               rsurface.texture = NULL;
        }
 
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(false);
@@ -14242,7 +11446,8 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
-       if (r_showtris.integer || r_shownormals.integer)
+#ifndef USE_GLES2
+       if (r_showtris.integer && qglPolygonMode)
        {
                if (r_showdisabledepthtest.integer)
                {
@@ -14254,6 +11459,7 @@ void R_DrawDebugModel(void)
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_DepthMask(true);
                }
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
                        if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
@@ -14262,81 +11468,98 @@ void R_DrawDebugModel(void)
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
                                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
-                               if (r_showtris.value > 0)
-                               {
-                                       if (!rsurface.texture->currentlayers->depthmask)
-                                               GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
-                                       else if (ent == r_refdef.scene.worldentity)
-                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
-                                       else
-                                               GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
-                                       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
-                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-                                       RSurf_DrawBatch();
-                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-                                       CHECKGLERROR
-                               }
-                               if (r_shownormals.value < 0)
+                               if (!rsurface.texture->currentlayers->depthmask)
+                                       GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
+                               else if (ent == r_refdef.scene.worldentity)
+                                       GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
+                               else
+                                       GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
+                               R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+                               RSurf_DrawBatch();
+                       }
+               }
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
+               rsurface.texture = NULL;
+       }
+
+       if (r_shownormals.value != 0 && qglBegin)
+       {
+               if (r_showdisabledepthtest.integer)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+               }
+               else
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+                               continue;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
+                       if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
+                               qglBegin(GL_LINES);
+                               if (r_shownormals.value < 0 && rsurface.batchnormal3f)
                                {
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 0, 0, 1);
+                                               GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
                                }
                                if (r_shownormals.value > 0 && rsurface.batchsvector3f)
                                {
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 0, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               }
+                               if (r_shownormals.value > 0 && rsurface.batchtvector3f)
+                               {
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, r_refdef.view.colorscale, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               }
+                               if (r_shownormals.value > 0 && rsurface.batchnormal3f)
+                               {
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
                                }
+                               qglEnd();
+                               CHECKGLERROR
                        }
                }
                rsurface.texture = NULL;
        }
+#endif
 }
 
-extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
@@ -14422,7 +11645,6 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                return;
        }
        R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
-       GL_AlphaTest(false);
 
        // add to stats if desired
        if (r_speeds.integer && !skysurfaces && !depthonly)
@@ -14467,14 +11689,16 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
                        break;
                }
@@ -14484,14 +11708,16 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }
@@ -14558,7 +11784,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                        if (update[j])
                                R_BuildLightMap(ent, surfaces + j);
        R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
-       GL_AlphaTest(false);
 
        // add to stats if desired
        if (r_speeds.integer && !skysurfaces && !depthonly)