]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
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[xonotic/darkplaces.git] / gl_rmain.c
index 6695383dcdfdfec2110dfefb5bb2fbf5eaa3f8c9..82a75fb42404183c41c3a728988922c629b45043 100644 (file)
@@ -50,14 +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"};
@@ -72,7 +76,7 @@ cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip m
 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", "0", "enables alpha-to-coverage antialiasing technique on alphatest surfaces, this is not yet finished as multisampling is not used"};
+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_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)"};
@@ -95,6 +99,7 @@ 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"};
 
@@ -122,6 +127,7 @@ cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rat
 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"};
 
@@ -157,6 +163,8 @@ cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_re
 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)"};
@@ -174,6 +182,7 @@ cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "h
 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_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"};
@@ -197,7 +206,9 @@ cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multi
 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 = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"};
+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"};
 
@@ -215,6 +226,7 @@ cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextu
 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;
 
@@ -365,7 +377,7 @@ 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;
@@ -670,6 +682,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
        {"#define USEBOUNCEGRID\n", " bouncegrid"},
        {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
+       {"#define USETRIPPY\n", " trippy"},
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -677,13 +690,15 @@ 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"},
@@ -704,6 +719,8 @@ 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"},
@@ -812,6 +829,8 @@ typedef struct r_glsl_permutation_s
        int loc_LightDir;
        int loc_LightPosition;
        int loc_OffsetMapping_ScaleSteps;
+       int loc_OffsetMapping_LodDistance;
+       int loc_OffsetMapping_Bias;
        int loc_PixelSize;
        int loc_ReflectColor;
        int loc_ReflectFactor;
@@ -858,9 +877,10 @@ enum
        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_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
+       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 7
+#define SHADERSTATICPARMS_COUNT 8
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
@@ -891,6 +911,8 @@ 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;
 }
 
@@ -911,6 +933,7 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
        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
@@ -1129,6 +1152,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                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");
@@ -1368,7 +1393,9 @@ typedef enum D3DPSREGISTER_e
        D3DPSREGISTER_ViewToLight = 44, // float4x4
        D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
        D3DPSREGISTER_NormalmapScrollBlend = 52,
-       // next at 53
+       D3DPSREGISTER_OffsetMapping_LodDistance = 53,
+       D3DPSREGISTER_OffsetMapping_Bias = 54,
+       // next at 54
 }
 D3DPSREGISTER_t;
 
@@ -1528,7 +1555,7 @@ 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();
                                }
                        }
@@ -1553,23 +1580,23 @@ 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);
@@ -1892,17 +1919,37 @@ void R_GLSL_DumpShader_f(void)
                Con_Printf("failed to write to hlsl/default.hlsl\n");
 }
 
-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)
 {
+       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 (!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:
@@ -1913,9 +1960,11 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_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:
@@ -1929,20 +1978,25 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                R_Mesh_TexBind(0, first );
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_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_DepthOrShadow(qboolean notrippy)
 {
+       unsigned int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       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:
@@ -1953,7 +2007,7 @@ void R_SetupShader_DepthOrShadow(void)
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
@@ -1964,18 +2018,23 @@ void R_SetupShader_DepthOrShadow(void)
                R_Mesh_TexBind(0, 0);
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               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:
@@ -1986,7 +2045,7 @@ void R_SetupShader_ShowDepth(void)
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
@@ -1994,7 +2053,7 @@ void R_SetupShader_ShowDepth(void)
        case RENDERPATH_GL11:
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
                break;
        }
 }
@@ -2070,7 +2129,7 @@ static int R_BlendFuncFlags(int src, int dst)
        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)
+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
@@ -2084,6 +2143,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        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])
@@ -2120,10 +2181,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
                }
+               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))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2139,10 +2202,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                mode = SHADERMODE_DEFERREDGEOMETRY;
                GL_BlendFunc(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))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2183,10 +2248,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(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))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2225,10 +2292,21 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(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))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2269,7 +2347,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2277,10 +2355,21 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                GL_BlendFunc(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))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2318,7 +2407,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2326,10 +2415,21 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                GL_BlendFunc(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))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2385,10 +2485,13 @@ 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;
@@ -2403,7 +2506,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
                }
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2411,6 +2514,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                GL_BlendFunc(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(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
                colormod = dummy_colormod;
@@ -2454,7 +2568,7 @@ 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
                {
@@ -2492,7 +2606,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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]);
                }
@@ -2519,6 +2633,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                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);
 
@@ -2602,7 +2718,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
                                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));
+                       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
                {
@@ -2643,7 +2759,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
                        if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
                        if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       if (r_glsl_permutation->loc_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);}
@@ -2679,6 +2795,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                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);}
@@ -2750,7 +2868,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        
                        // additive passes are only darkened by fog, not tinted
                        DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
-                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                }
                else
                {
@@ -2788,7 +2906,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
                        DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
                        DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
-                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       DPSOFTRAST_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);}
@@ -2824,6 +2942,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                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);
 
@@ -2911,6 +3031,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                else if (r_shadow_shadowmappcf)
                        permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
        }
+       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);
@@ -2927,7 +3049,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (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);
 
@@ -2955,7 +3077,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
                if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               if (r_glsl_permutation->loc_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);
 
@@ -2979,7 +3101,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
                DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               DPSOFTRAST_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);
 
@@ -3082,7 +3204,7 @@ 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) {
@@ -3095,13 +3217,35 @@ 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;
@@ -3196,6 +3340,7 @@ 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;
@@ -3248,11 +3393,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        }
                }
                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), 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), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        if (r_loaddds)
@@ -3293,8 +3440,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        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 && 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), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        // _luma is supported only for tenebrae compatibility
@@ -3303,17 +3452,21 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%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, 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), 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, false, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%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), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3322,8 +3475,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%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, 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), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3332,8 +3487,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%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, 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), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3342,8 +3499,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%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, 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), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3365,9 +3524,10 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                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;
@@ -3437,6 +3597,7 @@ 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;
@@ -3558,6 +3719,7 @@ 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;
@@ -3950,8 +4112,10 @@ void gl_main_shutdown(void)
        case RENDERPATH_GL20:
        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__);
@@ -4054,13 +4218,17 @@ 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);
@@ -4093,6 +4261,7 @@ 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);
@@ -4119,6 +4288,7 @@ void GL_Main_Init(void)
        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);
@@ -4141,6 +4311,8 @@ void GL_Main_Init(void)
        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);
@@ -4158,6 +4330,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_water_reflectdistort);
        Cvar_RegisterVariable(&r_water_scissormode);
        Cvar_RegisterVariable(&r_water_lowquality);
+       Cvar_RegisterVariable(&r_water_hideplayer);
 
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
@@ -4179,7 +4352,9 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
        Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
        Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
-       Cvar_RegisterVariable(&r_hdr_irisadaptation_fade);
+       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);
@@ -4229,6 +4404,7 @@ void Render_Init(void)
 GL_Init
 ===============
 */
+#ifndef USE_GLES2
 extern char *ENGINE_EXTENSIONS;
 void GL_Init (void)
 {
@@ -4256,11 +4432,14 @@ 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
@@ -4311,6 +4490,8 @@ 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;
@@ -4624,8 +4805,8 @@ 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
@@ -4765,7 +4946,7 @@ 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)
+               : r_waterstate.hideplayer                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
                : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
                :                                                          RENDER_EXTERIORMODEL;
        if (!r_drawviewmodel.integer)
@@ -4781,7 +4962,7 @@ static void R_View_UpdateEntityVisible (void)
                        ent = r_refdef.scene.entities[i];
                        if (!(ent->flags & renderimask))
                        if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && 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;
                }
        }
@@ -4794,7 +4975,7 @@ 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)
+       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++)
@@ -4802,7 +4983,7 @@ static void R_View_UpdateEntityVisible (void)
                        if (!r_refdef.viewcache.entityvisible[i])
                                continue;
                        ent = r_refdef.scene.entities[i];
-                       if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
+                       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)
@@ -4911,28 +5092,43 @@ 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;
-               vec_t brightness;
+               vec3_t forward;
+               vec_t brightness = 0.0f;
                vec_t goal;
-               vec_t adjust;
                vec_t current;
-               R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
-               brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
-               brightness = max(0.0000001f, brightness);
+               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);
-               adjust = r_hdr_irisadaptation_fade.value * cl.realframetime;
                current = r_hdr_irisadaptation_value.value;
                if (current < goal)
-                       current = min(current + adjust, goal);
+                       current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
                else if (current > goal)
-                       current = max(current - adjust, 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);
        }
@@ -5150,6 +5346,7 @@ void R_View_UpdateWithScissor(const int *myscissor)
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
+       R_AnimCache_CacheVisibleEntities();
 }
 
 void R_View_Update(void)
@@ -5159,6 +5356,7 @@ void R_View_Update(void)
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
+       R_AnimCache_CacheVisibleEntities();
 }
 
 float viewscalefpsadjusted = 1.0f;
@@ -5451,36 +5649,48 @@ static void R_Water_StartFrame(void)
 
 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);
@@ -5488,42 +5698,52 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
 
 
        // find a matching plane if there is one
+       bestplaneindex = -1;
+       bestplanescore = 1048576.0f;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.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_waterstate.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_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
        {
                // store the new plane
-               r_waterstate.numwaterplanes++;
+               planeindex = r_waterstate.numwaterplanes++;
+               p = r_waterstate.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)
                {
@@ -5635,6 +5855,7 @@ static void R_Water_ProcessPlanes(void)
                                        memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
                        }
 
+                       r_waterstate.hideplayer = r_water_hideplayer.integer >= 2;
                        R_ResetViewRendering3D();
                        R_ClearScreen(r_refdef.fogenabled);
                        if(r_water_scissormode.integer & 2)
@@ -5646,6 +5867,7 @@ static void R_Water_ProcessPlanes(void)
                        R_RenderScene();
 
                        R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_waterstate.hideplayer = false;
                }
 
                // render the normal view scene and copy into texture
@@ -5660,7 +5882,7 @@ static void R_Water_ProcessPlanes(void)
                                        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_waterstate.hideplayer = r_water_hideplayer.integer >= 1;
 
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
@@ -5669,7 +5891,7 @@ 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_waterstate.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)
@@ -5692,7 +5914,7 @@ static void R_Water_ProcessPlanes(void)
                        R_RenderScene();
 
                        R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-                       r_waterstate.renderingrefraction = false;
+                       r_waterstate.hideplayer = false;
                }
                else if (p->materialflags & MATERIALFLAG_CAMERA)
                {
@@ -5706,6 +5928,8 @@ static void R_Water_ProcessPlanes(void)
                        r_refdef.view.height = r_waterstate.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)
                        {
@@ -5733,13 +5957,15 @@ static void R_Water_ProcessPlanes(void)
 
                        PlaneClassify(&r_refdef.view.clipplane);
 
+                       r_waterstate.hideplayer = false;
+
                        R_ResetViewRendering3D();
                        R_ClearScreen(r_refdef.fogenabled);
                        R_View_Update();
                        R_RenderScene();
 
                        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;
+                       r_waterstate.hideplayer = false;
                }
 
        }
@@ -5906,16 +6132,18 @@ void R_Bloom_StartFrame(void)
                        r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
                        R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+#ifndef USE_GLES2
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffer)
                        {
                                int status;
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                               qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                        Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
                        }
+#endif
                }
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
@@ -6019,7 +6247,7 @@ void R_Bloom_CopyBloomTexture(float colorscale)
                break;
        }
        // TODO: do boxfilter scale-down in shader?
-       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, 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;
 
@@ -6055,7 +6283,7 @@ void R_Bloom_MakeTexture(void)
                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_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, 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;
 
@@ -6071,7 +6299,7 @@ void R_Bloom_MakeTexture(void)
        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);
+       R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
 
        for (dir = 0;dir < 2;dir++)
        {
@@ -6206,31 +6434,42 @@ static void R_BlendView(void)
                        if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
                        {
                                // declare variables
-                               float speed;
-                               static float avgspeed;
-
-                               speed = VectorLength(cl.movement_velocity);
-
-                               cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
-                               avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * 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;
+                               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
+
+                               // 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));
+
+                               // 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;
+                               
+                               // 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)
                                {
@@ -6252,10 +6491,13 @@ static void R_BlendView(void)
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                                break;
                                        }
-                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, 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;
                                }
+                               
+                               // updates old view angles for next pass 
+                               VectorCopy(cl.viewangles, blur_oldangles);
                        }
 
                        // copy view into the screen texture
@@ -6271,7 +6513,7 @@ static void R_BlendView(void)
                                R_ResetViewRendering2D();
                                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(NULL, NULL, GL_MODULATE, 1, 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);
                        }
@@ -6379,7 +6621,7 @@ static void R_BlendView(void)
                        R_ResetViewRendering2D();
                        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(NULL, NULL, GL_MODULATE, 1, 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);
                }
@@ -6389,67 +6631,9 @@ 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) // needs to be called before HDR subrender too, as that changes colorscale!
 {
-       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)
@@ -6480,12 +6664,11 @@ 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;
@@ -6511,6 +6694,66 @@ void R_UpdateVariables(void)
        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:
@@ -6593,12 +6836,45 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
        }
 }
 
+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;
+}
+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 void R_Shadow_UpdateBounceGridTexture(void);
+extern cvar_t r_shadow_bouncegrid;
 void R_RenderView(void)
 {
        matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
@@ -6615,6 +6891,8 @@ 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();
@@ -6688,6 +6966,10 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
+       R_Shadow_UpdateBounceGridTexture();
+       if (r_timereport_active && r_shadow_bouncegrid.integer)
+               R_TimeReport("bouncegrid");
+
        r_waterstate.numwaterplanes = 0;
        if (r_waterstate.enabled)
                R_RenderWaterPlanes();
@@ -6752,7 +7034,7 @@ 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)
@@ -6794,10 +7076,6 @@ void R_RenderScene(void)
                }
        }
 
-       R_AnimCache_CacheVisibleEntities();
-       if (r_timereport_active)
-               R_TimeReport("animation");
-
        R_Shadow_PrepareLights();
        if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
                R_Shadow_PrepareModelShadows();
@@ -7031,7 +7309,7 @@ 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(NULL, NULL, GL_MODULATE, 1, false, false);
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
@@ -7047,14 +7325,14 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                return;
 
        GL_CullFace(GL_NONE);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, 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;
@@ -7197,7 +7475,7 @@ 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(NULL, NULL, GL_MODULATE, 1, false, false);
        R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
        R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
 }
@@ -7377,7 +7655,7 @@ 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;
 }
@@ -7385,7 +7663,7 @@ 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))
        {
@@ -7403,7 +7681,9 @@ 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)
@@ -7414,14 +7694,15 @@ 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)
 {
        int w, h, idx;
-       float f;
+       double f;
+       double offsetd[2];
        float tcmat[12];
        matrix4x4_t matrix, temp;
        switch(tcmod->tcmod)
@@ -7439,20 +7720,24 @@ 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);
@@ -7530,7 +7815,7 @@ 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;
                }
@@ -7541,9 +7826,9 @@ 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;
        }
@@ -7563,16 +7848,16 @@ 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)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
@@ -7596,6 +7881,9 @@ 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))
@@ -7609,6 +7897,11 @@ 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;
 
@@ -7684,6 +7977,7 @@ 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
@@ -7813,8 +8107,8 @@ 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;
+       rsurface.shadertime = r_refdef.scene.time;
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        rsurface.matrixscale = 1;
@@ -7924,8 +8218,8 @@ 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;
+       rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -8093,8 +8387,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        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;
        rsurface.matrix = *matrix;
@@ -8606,20 +8900,53 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        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.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                               if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
-                                       memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                               if ((batchneed & BATCHNEED_ARRAY_VECTOR) && 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]));
+                                       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.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
-                               if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
-                                       memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
-                               if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
-                                       memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
                        }
                        RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
@@ -8743,6 +9070,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 //                     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 < batchnumvertices - 3;j += 4)
                        {
@@ -8879,9 +9211,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                float vertex[3];
                                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);
                        }
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
@@ -8945,7 +9277,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 //                     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];
+                               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
@@ -9039,7 +9371,7 @@ 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];
+               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;
@@ -9459,7 +9791,7 @@ 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(NULL, NULL, GL_MODULATE, 1, false, false);
        skyrenderlater = true;
        RSurf_SetupDepthAndCulling();
        GL_DepthMask(true);
@@ -9469,12 +9801,12 @@ 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);
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
@@ -9488,7 +9820,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                }
                else
                {
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
@@ -9513,7 +9845,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        {
                // 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();
        }
 
@@ -9540,18 +9872,18 @@ 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_waterstate.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_waterstate.waterplanes + startplaneindex), false);
                                RSurf_DrawBatch();
                        }
                }
@@ -9560,12 +9892,8 @@ 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);
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_AlphaTest(true);
+       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();
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_AlphaTest(false);
 }
 
 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
@@ -9787,7 +10115,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        float c[4];
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
 
        if(rsurface.texture && rsurface.texture->currentskinframe)
        {
@@ -9893,7 +10221,7 @@ 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(NULL, NULL, GL_MODULATE, 1, false, false);
                RSurf_DrawBatch();
        }
        else if (!r_refdef.view.showdebug)
@@ -10095,7 +10423,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
 //                             R_Mesh_ResetTextureState();
-                               R_SetupShader_DepthOrShadow();
+                               R_SetupShader_DepthOrShadow(false);
                        }
                        RSurf_SetupDepthAndCulling();
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
@@ -10408,7 +10736,7 @@ 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(NULL, NULL, GL_MODULATE, 1, false, false);
        R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
 }
 
@@ -10862,10 +11190,10 @@ 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;
 
@@ -10942,7 +11270,7 @@ 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);
@@ -11026,7 +11354,7 @@ 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);
@@ -11035,7 +11363,7 @@ 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);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
        }
 }
@@ -11092,7 +11420,7 @@ void R_DrawDebugModel(void)
        {
                float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
                flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
                GL_DepthTest(false);
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
@@ -11122,7 +11450,7 @@ void R_DrawDebugModel(void)
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(false);
@@ -11178,6 +11506,7 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
+#ifndef USE_GLES2
        if (r_showtris.integer && qglPolygonMode)
        {
                if (r_showdisabledepthtest.integer)
@@ -11234,7 +11563,7 @@ void R_DrawDebugModel(void)
                        {
                                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
                                qglBegin(GL_LINES);
-                               if (r_shownormals.value < 0)
+                               if (r_shownormals.value < 0 && rsurface.batchnormal3f)
                                {
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
@@ -11257,6 +11586,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
+                               }
+                               if (r_shownormals.value > 0 && rsurface.batchtvector3f)
+                               {
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11266,6 +11598,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
+                               }
+                               if (r_shownormals.value > 0 && rsurface.batchnormal3f)
+                               {
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11282,6 +11617,7 @@ void R_DrawDebugModel(void)
                }
                rsurface.texture = NULL;
        }
+#endif
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);