]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
fix bug in skybox render + r_glsl_usegeneric + fog; add gamma to postprocessing shader
[xonotic/darkplaces.git] / gl_rmain.c
index 777dea4568b6d51120474da92c390224589572e0..a2f287075e49736a5b7181037d7f30d8ca9aeffa 100644 (file)
@@ -32,8 +32,6 @@ rtexturepool_t *r_main_texturepool;
 // screen size info
 //
 r_refdef_t r_refdef;
-r_view_t r_view;
-r_viewcache_t r_viewcache;
 
 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
@@ -64,6 +62,7 @@ cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -72,15 +71,20 @@ cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (fo
 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
 
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
 
 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
-cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
+cvar_t r_glsl_postprocess_contrastboost = {CVAR_SAVE, "r_glsl_postprocess_contrastboost", "1", "brightening effect (1 is no change, higher values brighten the view)"};
+cvar_t r_glsl_postprocess_gamma = {CVAR_SAVE, "r_glsl_postprocess_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"};
+cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
 
 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
@@ -121,13 +125,6 @@ cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "heig
 
 extern qboolean v_flipped_state;
 
-typedef struct r_glsl_bloomshader_s
-{
-       int program;
-       int loc_Texture_Bloom;
-}
-r_glsl_bloomshader_t;
-
 static struct r_bloomstate_s
 {
        qboolean enabled;
@@ -141,8 +138,6 @@ static struct r_bloomstate_s
        int bloomtexturewidth, bloomtextureheight;
        rtexture_t *texture_bloom;
 
-       r_glsl_bloomshader_t *shader;
-
        // arrays for rendering the screen passes
        float screentexcoord2f[8];
        float bloomtexcoord2f[8];
@@ -246,19 +241,29 @@ void FOG_clear(void)
                Cvar_Set("gl_foggreen", "0.3");
                Cvar_Set("gl_fogblue", "0.3");
        }
-       r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
+       r_refdef.fog_density = 0;
+       r_refdef.fog_red = 0;
+       r_refdef.fog_green = 0;
+       r_refdef.fog_blue = 0;
+       r_refdef.fog_alpha = 1;
+       r_refdef.fog_start = 0;
+       r_refdef.fog_end = 0;
 }
 
-float FogPoint_World(const vec3_t p)
+float FogForDistance(vec_t dist)
 {
-       unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+       unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
+float FogPoint_World(const vec3_t p)
+{
+       return FogForDistance(VectorDistance((p), r_refdef.view.origin));
+}
+
 float FogPoint_Model(const vec3_t p)
 {
-       unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
-       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+       return FogForDistance(VectorDistance((p), rsurface.modelorg));
 }
 
 static void R_BuildBlankTextures(void)
@@ -387,6 +392,32 @@ static void R_BuildFogTexture(void)
 #define FOGWIDTH 256
        unsigned char data1[FOGWIDTH][4];
        //unsigned char data2[FOGWIDTH][4];
+       double d, r, alpha;
+
+       r_refdef.fogmasktable_start = r_refdef.fog_start;
+       r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
+       r_refdef.fogmasktable_range = r_refdef.fogrange;
+       r_refdef.fogmasktable_density = r_refdef.fog_density;
+
+       r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
+       for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+       {
+               d = (x * r - r_refdef.fogmasktable_start);
+               if(developer.integer >= 100)
+                       Con_Printf("%f ", d);
+               d = max(0, d);
+               if (r_fog_exp2.integer)
+                       alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
+               else
+                       alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
+               if(developer.integer >= 100)
+                       Con_Printf(" : %f ", alpha);
+               alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
+               if(developer.integer >= 100)
+                       Con_Printf(" = %f\n", alpha);
+               r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+       }
+
        for (x = 0;x < FOGWIDTH;x++)
        {
                b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
@@ -399,8 +430,16 @@ static void R_BuildFogTexture(void)
                //data2[x][2] = 255 - b;
                //data2[x][3] = 255;
        }
-       r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
-       //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+       if (r_texture_fogattenuation)
+       {
+               R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
+               //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
+       }
+       else
+       {
+               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+               //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+       }
 }
 
 static const char *builtinshaderstring =
@@ -409,53 +448,161 @@ static const char *builtinshaderstring =
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"# define myhalf half\n"
-"# define myhvec2 hvec2\n"
-"# define myhvec3 hvec3\n"
-"# define myhvec4 hvec4\n"
-"#else\n"
+"//#ifdef __GLSL_CG_DATA_TYPES\n"
+"//# define myhalf half\n"
+"//# define myhalf2 half2\n"
+"//# define myhalf3 half3\n"
+"//# define myhalf4 half4\n"
+"//#else\n"
 "# define myhalf float\n"
-"# define myhvec2 vec2\n"
-"# define myhvec3 vec3\n"
-"# define myhvec4 vec4\n"
+"# define myhalf2 vec2\n"
+"# define myhalf3 vec3\n"
+"# define myhalf4 vec4\n"
+"//#endif\n"
+"\n"
+"#ifdef MODE_DEPTH_OR_SHADOW\n"
+"\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"# endif\n"
+"\n"
+"#else\n"
+"\n"
+"#ifdef MODE_POSTPROCESS\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+"      gl_FrontColor = gl_Color;\n"
+"      gl_Position = ftransform();\n"
+"      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+"#ifdef USEGLOW\n"
+"      gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+"#endif\n"
+"}\n"
+"# endif\n"
+"# ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform sampler2D Texture_First;\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_Second;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform vec4 TintColor;\n"
+"#endif\n"
+"#ifdef USECOLORMOD\n"
+"uniform vec3 Gamma;\n"
+"#endif\n"
+"#ifdef USECONTRASTBOOST\n"
+"uniform float ContrastBoostCoeff;\n"
+"#endif\n"
+"#ifdef USEGAMMA\n"
+"uniform float GammaCoeff;\n"
+"#endif\n"
+"void main(void)\n"
+"{\n"
+"      gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"#ifdef USEGLOW\n"
+"      gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"#endif\n"
+"#ifdef USECONTRASTBOOST\n"
+"      gl_FragColor.rgb /= (ContrastBoostCoeff * gl_FragColor.rgb + vec3(1.0, 1.0, 1.0));\n"
+"      gl_FragColor.rgb *= (ContrastBoostCoeff + 1.0);\n"
+"#endif\n"
+"#ifdef USEGAMMA\n"
+"      gl_FragColor.rgb = pow(gl_FragColor.rgb, GammaCoeff);\n"
 "#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
+"#endif\n"
+"\n"
+"}\n"
+"# endif\n"
+"\n"
+"\n"
+"#else\n"
+"#ifdef MODE_GENERIC\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+"      gl_FrontColor = gl_Color;\n"
+"#  ifdef USEDIFFUSE\n"
+"      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+"#  endif\n"
+"#  ifdef USESPECULAR\n"
+"      gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+"#  endif\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"# endif\n"
+"# ifdef FRAGMENT_SHADER\n"
+"\n"
+"#  ifdef USEDIFFUSE\n"
+"uniform sampler2D Texture_First;\n"
+"#  endif\n"
+"#  ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Second;\n"
+"#  endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      gl_FragColor = gl_Color;\n"
+"#  ifdef USEDIFFUSE\n"
+"      gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"#  endif\n"
+"\n"
+"#  ifdef USESPECULAR\n"
+"      vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"#  endif\n"
+"#  ifdef USECOLORMAPPING\n"
+"      gl_FragColor *= tex2;\n"
+"#  endif\n"
+"#  ifdef USEGLOW\n"
+"      gl_FragColor += tex2;\n"
+"#  endif\n"
+"#  ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
+"#  endif\n"
+"}\n"
+"# endif\n"
+"\n"
+"#else // !MODE_GENERIC\n"
 "\n"
 "varying vec2 TexCoord;\n"
 "varying vec2 TexCoordLightmap;\n"
 "\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 CubeVector;\n"
-"//#endif\n"
+"#endif\n"
 "\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 LightVector;\n"
-"//#else\n"
-"//# ifdef MODE_LIGHTDIRECTION\n"
-"//varying vec3 LightVector;\n"
-"//# endif\n"
-"//#endif\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
 "\n"
 "varying vec3 EyeVector;\n"
-"//#ifdef USEFOG\n"
+"#ifdef USEFOG\n"
 "varying vec3 EyeVectorModelSpace;\n"
-"//#endif\n"
+"#endif\n"
 "\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
-"//#ifdef MODE_WATER\n"
+"#ifdef MODE_WATER\n"
 "varying vec4 ModelViewProjectionPosition;\n"
-"//#else\n"
-"//# ifdef MODE_REFRACTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//# else\n"
-"//#  ifdef USEREFLECTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//#  endif\n"
-"//# endif\n"
-"//#endif\n"
+"#ifdef MODE_REFRACTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#else\n"
+"# ifdef USEREFLECTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"# endif\n"
+"#endif\n"
+"#endif\n"
 "\n"
 "\n"
 "\n"
@@ -468,7 +615,7 @@ static const char *builtinshaderstring =
 "uniform vec3 EyePosition;\n"
 "uniform vec3 LightDir;\n"
 "\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
 "\n"
 "void main(void)\n"
 "{\n"
@@ -549,31 +696,38 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
 "uniform sampler2D Texture_Gloss;\n"
-"uniform samplerCube Texture_Cube;\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform sampler2D Texture_FogMask;\n"
+"uniform sampler2D Texture_Glow;\n"
+"uniform sampler2D Texture_SecondaryNormal;\n"
+"uniform sampler2D Texture_SecondaryColor;\n"
+"uniform sampler2D Texture_SecondaryGloss;\n"
+"uniform sampler2D Texture_SecondaryGlow;\n"
 "uniform sampler2D Texture_Pants;\n"
 "uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_FogMask;\n"
 "uniform sampler2D Texture_Lightmap;\n"
 "uniform sampler2D Texture_Deluxemap;\n"
-"uniform sampler2D Texture_Glow;\n"
-"uniform sampler2D Texture_Reflection;\n"
 "uniform sampler2D Texture_Refraction;\n"
+"uniform sampler2D Texture_Reflection;\n"
+"uniform sampler2D Texture_Attenuation;\n"
+"uniform samplerCube Texture_Cube;\n"
+"\n"
+"uniform myhalf3 LightColor;\n"
+"uniform myhalf3 AmbientColor;\n"
+"uniform myhalf3 DiffuseColor;\n"
+"uniform myhalf3 SpecularColor;\n"
+"uniform myhalf3 Color_Pants;\n"
+"uniform myhalf3 Color_Shirt;\n"
+"uniform myhalf3 FogColor;\n"
+"\n"
+"uniform myhalf4 TintColor;\n"
 "\n"
-"uniform myhvec3 LightColor;\n"
-"uniform myhvec3 AmbientColor;\n"
-"uniform myhvec3 DiffuseColor;\n"
-"uniform myhvec3 SpecularColor;\n"
-"uniform myhvec3 Color_Pants;\n"
-"uniform myhvec3 Color_Shirt;\n"
-"uniform myhvec3 FogColor;\n"
 "\n"
 "//#ifdef MODE_WATER\n"
 "uniform vec4 DistortScaleRefractReflect;\n"
 "uniform vec4 ScreenScaleRefractReflect;\n"
 "uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhvec4 RefractColor;\n"
-"uniform myhvec4 ReflectColor;\n"
+"uniform myhalf4 RefractColor;\n"
+"uniform myhalf4 ReflectColor;\n"
 "uniform myhalf ReflectFactor;\n"
 "uniform myhalf ReflectOffset;\n"
 "//#else\n"
@@ -581,16 +735,16 @@ static const char *builtinshaderstring =
 "//uniform vec4 DistortScaleRefractReflect;\n"
 "//uniform vec4 ScreenScaleRefractReflect;\n"
 "//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhvec4 RefractColor;\n"
+"//uniform myhalf4 RefractColor;\n"
 "//#  ifdef USEREFLECTION\n"
-"//uniform myhvec4 ReflectColor;\n"
+"//uniform myhalf4 ReflectColor;\n"
 "//#  endif\n"
 "//# else\n"
 "//#  ifdef USEREFLECTION\n"
 "//uniform vec4 DistortScaleRefractReflect;\n"
 "//uniform vec4 ScreenScaleRefractReflect;\n"
 "//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhvec4 ReflectColor;\n"
+"//uniform myhalf4 ReflectColor;\n"
 "//#  endif\n"
 "//# endif\n"
 "//#endif\n"
@@ -667,13 +821,13 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
 "      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
 "}\n"
 "\n"
-"#else // MODE_WATER\n"
+"#else // !MODE_WATER\n"
 "#ifdef MODE_REFRACTION\n"
 "\n"
 "// refraction pass\n"
@@ -686,12 +840,12 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
 "      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
 "}\n"
 "\n"
-"#else // MODE_REFRACTION\n"
+"#else // !MODE_REFRACTION\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -701,11 +855,32 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
-"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"      myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
 "#ifdef USECOLORMAPPING\n"
-"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"      color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
+"      //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
+"      //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
+"      color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
+"      //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
 "#endif\n"
 "\n"
+"#ifdef USEDIFFUSE\n"
+"      // get the surface normal and the gloss color\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+"      myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
+"#  ifdef USESPECULAR\n"
+"      myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"#  endif\n"
+"# else\n"
+"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
+"#  ifdef USESPECULAR\n"
+"      myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
+"#  endif\n"
+"# endif\n"
+"#endif\n"
 "\n"
 "\n"
 "\n"
@@ -716,32 +891,30 @@ static const char *builtinshaderstring =
 "      // compute color intensity for the two textures (colormap and glossmap)\n"
 "      // scale by light color and attenuation as efficiently as possible\n"
 "      // (do as much scalar math as possible rather than vector math)\n"
+"# ifdef USEDIFFUSE\n"
+"      // get the light normal\n"
+"      myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
+"# endif\n"
 "# ifdef USESPECULAR\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+"      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
+"      color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
 "# else\n"
 "#  ifdef USEDIFFUSE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"\n"
 "      // calculate directional shading\n"
-"      color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
+"      color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
 "#  else\n"
 "      // calculate directionless shading\n"
-"      color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"      color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
 "#  endif\n"
 "# endif\n"
 "\n"
 "# ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
 "      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
-"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
 "# endif\n"
-"      color *= myhvec4(gl_Color);\n"
 "#endif // MODE_LIGHTSOURCE\n"
 "\n"
 "\n"
@@ -749,20 +922,17 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "      // directional model lighting\n"
+"# ifdef USEDIFFUSE\n"
+"      // get the light normal\n"
+"      myhalf3 diffusenormal = myhalf3(LightVector);\n"
+"# endif\n"
 "# ifdef USESPECULAR\n"
-"      // get the surface normal and light normal\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"      myhvec3 diffusenormal = myhvec3(LightVector);\n"
-"\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
+"      color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "# else\n"
 "#  ifdef USEDIFFUSE\n"
-"      // get the surface normal and light normal\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"      myhvec3 diffusenormal = myhvec3(LightVector);\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
@@ -770,8 +940,6 @@ static const char *builtinshaderstring =
 "      color.rgb *= AmbientColor;\n"
 "#  endif\n"
 "# endif\n"
-"\n"
-"      color *= myhvec4(gl_Color);\n"
 "#endif // MODE_LIGHTDIRECTION\n"
 "\n"
 "\n"
@@ -780,21 +948,18 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
-"      // get the surface normal and light normal\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"\n"
-"      myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
-"      myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
+"      // get the light normal\n"
+"      myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
+"      myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
 "      // calculate directional shading\n"
-"      myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
 "# ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
+"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "# endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
-"      color.a *= myhalf(gl_Color.a);\n"
+"      color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "\n"
 "\n"
@@ -803,20 +968,17 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
 "      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
 "\n"
-"      // get the surface normal and light normal\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"\n"
-"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
+"      // get the light normal\n"
+"      myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
 "      // calculate directional shading\n"
-"      myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
 "# ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
+"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "# endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
-"      color.a *= myhalf(gl_Color.a);\n"
+"      color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
 "\n"
 "\n"
@@ -824,82 +986,130 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef MODE_LIGHTMAP\n"
 "      // apply lightmap color\n"
-"      color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
+"      color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
 "#endif // MODE_LIGHTMAP\n"
 "\n"
 "\n"
 "\n"
 "\n"
+"#ifdef MODE_VERTEXCOLOR\n"
+"      // apply lightmap color\n"
+"      color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
+"#endif // MODE_VERTEXCOLOR\n"
 "\n"
 "\n"
 "\n"
 "\n"
-"#ifdef USEGLOW\n"
-"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
-"#endif\n"
+"#ifdef MODE_FLATCOLOR\n"
+"#endif // MODE_FLATCOLOR\n"
 "\n"
-"#ifndef MODE_LIGHTSOURCE\n"
-"# ifdef USEREFLECTION\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
-"# endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"      color *= TintColor;\n"
+"\n"
+"#ifdef USEGLOW\n"
+"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
 "#ifdef USECONTRASTBOOST\n"
-"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
 "#endif\n"
 "\n"
 "      color.rgb *= SceneBrightness;\n"
 "\n"
+"      // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
 "#ifdef USEFOG\n"
-"      // apply fog\n"
-"      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"#endif\n"
+"\n"
+"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
+"#ifdef USEREFLECTION\n"
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
 "#endif\n"
 "\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
-"#endif // MODE_REFRACTION\n"
-"#endif // MODE_WATER\n"
+"#endif // !MODE_REFRACTION\n"
+"#endif // !MODE_WATER\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
+"\n"
+"#endif // !MODE_GENERIC\n"
+"#endif // !MODE_POSTPROCESS\n"
+"#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
-#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
-#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
-#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
-#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
-#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
-#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
+typedef struct shaderpermutationinfo_s
+{
+       const char *pretext;
+       const char *name;
+}
+shaderpermutationinfo_t;
+
+typedef struct shadermodeinfo_s
+{
+       const char *vertexfilename;
+       const char *geometryfilename;
+       const char *fragmentfilename;
+       const char *pretext;
+       const char *name;
+}
+shadermodeinfo_t;
+
+typedef enum shaderpermutation_e
+{
+       SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
+       SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
+       SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
+       SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+       SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
+       SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
+       SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
+       SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
+       SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+       SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
+       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+       SHADERPERMUTATION_GAMMA = 1<<11, // gamma (postprocessing only)
+       SHADERPERMUTATION_LIMIT = 1<<12, // size of permutations array
+       SHADERPERMUTATION_COUNT = 12 // size of shaderpermutationinfo array
+}
+shaderpermutation_t;
 
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
-const char *shaderpermutationinfo[][2] =
+shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 {
+       {"#define USEDIFFUSE\n", " diffuse"},
+       {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
        {"#define USECOLORMAPPING\n", " colormapping"},
        {"#define USECONTRASTBOOST\n", " contrastboost"},
        {"#define USEFOG\n", " fog"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEGLOW\n", " glow"},
-       {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
-       {NULL, NULL}
+       {"#define USEGAMMA\n", " gamma"},
 };
 
 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
 typedef enum shadermode_e
 {
-       SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
-       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
+       SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
+       SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
+       SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
+       SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
+       SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
+       SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
+       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
        SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
        SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
        SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
@@ -909,20 +1119,22 @@ typedef enum shadermode_e
 shadermode_t;
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
-const char *shadermodeinfo[][2] =
+shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
 {
-       {"#define MODE_LIGHTMAP\n", " lightmap"},
-       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"#define MODE_REFRACTION\n", " refraction"},
-       {"#define MODE_WATER\n", " water"},
-       {NULL, NULL}
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
 };
 
-#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
-
 typedef struct r_glsl_permutation_s
 {
        // indicates if we have tried compiling this permutation already
@@ -930,23 +1142,28 @@ typedef struct r_glsl_permutation_s
        // 0 if compilation failed
        int program;
        // locations of detected uniforms in program object, or -1 if not found
+       int loc_Texture_First;
+       int loc_Texture_Second;
        int loc_Texture_Normal;
        int loc_Texture_Color;
        int loc_Texture_Gloss;
-       int loc_Texture_Cube;
-       int loc_Texture_Attenuation;
-       int loc_Texture_FogMask;
+       int loc_Texture_Glow;
+       int loc_Texture_SecondaryNormal;
+       int loc_Texture_SecondaryColor;
+       int loc_Texture_SecondaryGloss;
+       int loc_Texture_SecondaryGlow;
        int loc_Texture_Pants;
        int loc_Texture_Shirt;
+       int loc_Texture_FogMask;
        int loc_Texture_Lightmap;
        int loc_Texture_Deluxemap;
-       int loc_Texture_Glow;
+       int loc_Texture_Attenuation;
+       int loc_Texture_Cube;
        int loc_Texture_Refraction;
        int loc_Texture_Reflection;
        int loc_FogColor;
        int loc_LightPosition;
        int loc_EyePosition;
-       int loc_LightColor;
        int loc_Color_Pants;
        int loc_Color_Shirt;
        int loc_FogRangeRecip;
@@ -957,11 +1174,13 @@ typedef struct r_glsl_permutation_s
        int loc_GlowScale;
        int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
        int loc_OffsetMapping_Scale;
+       int loc_TintColor;
        int loc_AmbientColor;
        int loc_DiffuseColor;
        int loc_SpecularColor;
        int loc_LightDir;
        int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+       int loc_GammaCoeff; // 1 / gamma
        int loc_DistortScaleRefractReflect;
        int loc_ScreenScaleRefractReflect;
        int loc_ScreenCenterRefractReflect;
@@ -973,52 +1192,77 @@ typedef struct r_glsl_permutation_s
 r_glsl_permutation_t;
 
 // information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
+r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
 // currently selected permutation
 r_glsl_permutation_t *r_glsl_permutation;
 
-// these are additional flags used only by R_GLSL_CompilePermutation
-#define SHADERTYPE_USES_VERTEXSHADER (1<<0)
-#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
-#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
+static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
+{
+       char *shaderstring;
+       if (!filename || !filename[0])
+               return NULL;
+       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+       if (shaderstring)
+       {
+               if (printfromdisknotice)
+                       Con_DPrint("from disk... ");
+               return shaderstring;
+       }
+       else if (!strcmp(filename, "glsl/default.glsl"))
+       {
+               shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
+               memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
+       }
+       return shaderstring;
+}
 
-static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
+static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
 {
        int i;
-       qboolean shaderfound;
-       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
-       int vertstrings_count;
-       int geomstrings_count;
-       int fragstrings_count;
-       char *shaderstring;
-       const char *vertstrings_list[32+1];
-       const char *geomstrings_list[32+1];
-       const char *fragstrings_list[32+1];
+       shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
+       r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
+       int vertstrings_count = 0;
+       int geomstrings_count = 0;
+       int fragstrings_count = 0;
+       char *vertexstring, *geometrystring, *fragmentstring;
+       const char *vertstrings_list[32+3];
+       const char *geomstrings_list[32+3];
+       const char *fragstrings_list[32+3];
        char permutationname[256];
+
        if (p->compiled)
                return;
        p->compiled = true;
        p->program = 0;
-       vertstrings_list[0] = "#define VERTEX_SHADER\n";
-       geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
-       fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
-       vertstrings_count = 1;
-       geomstrings_count = 1;
-       fragstrings_count = 1;
+
        permutationname[0] = 0;
-       i = permutation / SHADERPERMUTATION_MODEBASE;
-       vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
-       geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
-       fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
-       strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
-       for (i = 0;shaderpermutationinfo[i][0];i++)
+       vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
+       geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
+       fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
+
+       strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
+
+       // the first pretext is which type of shader to compile as
+       // (later these will all be bound together as a program object)
+       vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
+       geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
+       fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
+
+       // the second pretext is the mode (for example a light source)
+       vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
+       geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
+       fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
+       strlcat(permutationname, modeinfo->name, sizeof(permutationname));
+
+       // now add all the permutation pretexts
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
        {
                if (permutation & (1<<i))
                {
-                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
-                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
-                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
-                       strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
+                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
+                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
+                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
+                       strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
                }
                else
                {
@@ -1028,32 +1272,22 @@ static void R_GLSL_CompilePermutation(const char *filename, int permutation, int
                        fragstrings_list[fragstrings_count++] = "\n";
                }
        }
-       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-       shaderfound = false;
-       if (shaderstring)
-       {
-               Con_DPrint("from disk... ");
-               vertstrings_list[vertstrings_count++] = shaderstring;
-               geomstrings_list[geomstrings_count++] = shaderstring;
-               fragstrings_list[fragstrings_count++] = shaderstring;
-               shaderfound = true;
-       }
-       else if (!strcmp(filename, "glsl/default.glsl"))
-       {
-               vertstrings_list[vertstrings_count++] = builtinshaderstring;
-               geomstrings_list[geomstrings_count++] = builtinshaderstring;
-               fragstrings_list[fragstrings_count++] = builtinshaderstring;
-               shaderfound = true;
-       }
-       // clear any lists that are not needed by this shader
-       if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
+
+       // now append the shader text itself
+       vertstrings_list[vertstrings_count++] = vertexstring;
+       geomstrings_list[geomstrings_count++] = geometrystring;
+       fragstrings_list[fragstrings_count++] = fragmentstring;
+
+       // if any sources were NULL, clear the respective list
+       if (!vertexstring)
                vertstrings_count = 0;
-       if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
+       if (!geometrystring)
                geomstrings_count = 0;
-       if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
+       if (!fragmentstring)
                fragstrings_count = 0;
+
        // compile the shader program
-       if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
+       if (vertstrings_count + geomstrings_count + fragstrings_count)
                p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
        if (p->program)
        {
@@ -1061,81 +1295,95 @@ static void R_GLSL_CompilePermutation(const char *filename, int permutation, int
                qglUseProgramObjectARB(p->program);CHECKGLERROR
                // look up all the uniform variable names we care about, so we don't
                // have to look them up every time we set them
-               p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
-               p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
-               p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
-               p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
-               p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
-               p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
-               p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
-               p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
-               p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
-               p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
-               p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
-               p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
-               p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
-               p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
-               p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
-               p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
-               p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
-               p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
-               p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
-               p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
-               p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
-               p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
-               p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
-               p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
-               p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
-               p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
-               p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
-               p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
-               p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
-               p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
-               p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
-               p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
+               p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
+               p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
+               p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
+               p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
+               p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
+               p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
+               p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
+               p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
+               p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
+               p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
+               p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+               p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
+               p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
+               p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
+               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
+               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
+               p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
+               p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
+               p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+               p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
+               p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
+               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
+               p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
+               p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
+               p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
+               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+               p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
+               p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
+               p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
+               p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
+               p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
+               p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
                p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
-               p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
                p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
-               p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
-               p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
-               p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
-               p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
+               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
+               p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
+               p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
+               p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
                // initialize the samplers to refer to the texture units we use
-               if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
-               if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
-               if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
-               if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
-               if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
-               if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
-               if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
-               if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
-               if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
-               if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
-               if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
-               if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
-               if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
+               if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
+               if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
+               if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
+               if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
+               if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
+               if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
+               if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
+               if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
+               if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
+               if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
+               if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
+               if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
+               if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
+               if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
+               if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
+               if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
+               if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
+               if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
+               if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
                CHECKGLERROR
-               qglUseProgramObjectARB(0);CHECKGLERROR
                if (developer.integer)
-                       Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
+                       Con_Printf("GLSL shader %s compiled.\n", permutationname);
        }
        else
-       {
-               if (developer.integer)
-                       Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
-               else
-                       Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
-       }
-       if (shaderstring)
-               Mem_Free(shaderstring);
+               Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
+
+       // free the strings
+       if (vertexstring)
+               Mem_Free(vertexstring);
+       if (geometrystring)
+               Mem_Free(geometrystring);
+       if (fragmentstring)
+               Mem_Free(fragmentstring);
 }
 
 void R_GLSL_Restart_f(void)
 {
-       int i;
-       for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
-               if (r_glsl_permutations[i].program)
-                       GL_Backend_FreeProgram(r_glsl_permutations[i].program);
+       shadermode_t mode;
+       shaderpermutation_t permutation;
+       for (mode = 0;mode < SHADERMODE_COUNT;mode++)
+               for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
+                       if (r_glsl_permutations[mode][permutation].program)
+                               GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
@@ -1152,10 +1400,10 @@ void R_GLSL_DumpShader_f(void)
 
        FS_Print(file, "// The engine may define the following macros:\n");
        FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
-       for (i = 0;shadermodeinfo[i][0];i++)
-               FS_Printf(file, "// %s", shadermodeinfo[i][0]);
-       for (i = 0;shaderpermutationinfo[i][0];i++)
-               FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
+       for (i = 0;i < SHADERMODE_COUNT;i++)
+               FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
        FS_Print(file, "\n");
        FS_Print(file, builtinshaderstring);
        FS_Close(file);
@@ -1163,22 +1411,106 @@ void R_GLSL_DumpShader_f(void)
        Con_Printf("glsl/default.glsl written\n");
 }
 
+void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
+{
+       r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
+       if (r_glsl_permutation != perm)
+       {
+               r_glsl_permutation = perm;
+               if (!r_glsl_permutation->program)
+               {
+                       if (!r_glsl_permutation->compiled)
+                               R_GLSL_CompilePermutation(mode, permutation);
+                       if (!r_glsl_permutation->program)
+                       {
+                               // remove features until we find a valid permutation
+                               int i;
+                               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                               {
+                                       // reduce i more quickly whenever it would not remove any bits
+                                       int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
+                                       if (!(permutation & j))
+                                               continue;
+                                       permutation -= j;
+                                       r_glsl_permutation = &r_glsl_permutations[mode][permutation];
+                                       if (!r_glsl_permutation->compiled)
+                                               R_GLSL_CompilePermutation(mode, permutation);
+                                       if (r_glsl_permutation->program)
+                                               break;
+                               }
+                               if (i >= SHADERPERMUTATION_COUNT)
+                               {
+                                       Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
+                                       Cvar_SetValueQuick(&r_glsl, 0);
+                                       R_GLSL_Restart_f(); // unload shaders
+                                       return; // no bit left to clear
+                               }
+                       }
+               }
+               CHECKGLERROR
+               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+       }
+}
+
+void R_SetupGenericShader(qboolean usetexture)
+{
+       if (gl_support_fragment_shader)
+       {
+               if (r_glsl.integer && r_glsl_usegeneric.integer)
+                       R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
+               else if (r_glsl_permutation)
+               {
+                       r_glsl_permutation = NULL;
+                       qglUseProgramObjectARB(0);CHECKGLERROR
+               }
+       }
+}
+
+void R_SetupGenericTwoTextureShader(int texturemode)
+{
+       if (gl_support_fragment_shader)
+       {
+               if (r_glsl.integer && r_glsl_usegeneric.integer)
+                       R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               else if (r_glsl_permutation)
+               {
+                       r_glsl_permutation = NULL;
+                       qglUseProgramObjectARB(0);CHECKGLERROR
+               }
+       }
+       if (!r_glsl_permutation)
+       {
+               if (texturemode == GL_DECAL && gl_combine.integer)
+                       texturemode = GL_INTERPOLATE_ARB;
+               R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
+       }
+}
+
+void R_SetupDepthOrShadowShader(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               if (r_glsl.integer && r_glsl_usegeneric.integer)
+                       R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               else if (r_glsl_permutation)
+               {
+                       r_glsl_permutation = NULL;
+                       qglUseProgramObjectARB(0);CHECKGLERROR
+               }
+       }
+}
+
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
+void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
-       const char *shaderfilename = NULL;
        unsigned int permutation = 0;
-       unsigned int shadertype = 0;
        shadermode_t mode = 0;
-       r_glsl_permutation = NULL;
-       shaderfilename = "glsl/default.glsl";
-       shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
        // TODO: implement geometry-shader based shadow volumes someday
        if (r_glsl_offsetmapping.integer)
        {
@@ -1198,6 +1530,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        {
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
@@ -1210,14 +1544,14 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                // unshaded geometry (fullbright or ambient model lighting)
-               mode = SHADERMODE_LIGHTMAP;
-               if (rsurface.texture->currentskinframe->glow)
+               mode = SHADERMODE_FLATCOLOR;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
@@ -1238,7 +1572,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        {
                // directional model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->currentskinframe->glow)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
@@ -1256,7 +1592,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        {
                // ambient model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->currentskinframe->glow)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
@@ -1270,13 +1608,14 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        else
        {
                // lightmapped wall
-               if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
-                       if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                       if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
@@ -1284,15 +1623,23 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
                        mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
-               else
+               else if (rsurface.uselightmaptexture)
                {
-                       // ordinary lightmapping
+                       // ordinary lightmapping (q1bsp, q3bsp)
                        mode = SHADERMODE_LIGHTMAP;
                }
-               if (rsurface.texture->currentskinframe->glow)
+               else
+               {
+                       // ordinary vertex coloring (q3bsp)
+                       mode = SHADERMODE_VERTEXCOLOR;
+               }
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
@@ -1303,43 +1650,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
-       permutation |= mode * SHADERPERMUTATION_MODEBASE;
-       if (!r_glsl_permutations[permutation].program)
-       {
-               if (!r_glsl_permutations[permutation].compiled)
-                       R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
-               if (!r_glsl_permutations[permutation].program)
-               {
-                       // remove features until we find a valid permutation
-                       unsigned int i;
-                       for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
-                       {
-                               if (!i)
-                               {
-                                       Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
-                                       Cvar_SetValueQuick(&r_glsl, 0);
-                                       return 0; // no bit left to clear
-                               }
-                               // reduce i more quickly whenever it would not remove any bits
-                               if (!(permutation & i))
-                                       continue;
-                               permutation &= ~i;
-                               if (!r_glsl_permutations[permutation].compiled)
-                                       R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
-                               if (r_glsl_permutations[permutation].program)
-                                       break;
-                       }
-               }
-       }
-       r_glsl_permutation = r_glsl_permutations + permutation;
-       CHECKGLERROR
-       qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+       R_SetupShader_SetPermutation(mode, permutation);
        if (mode == SHADERMODE_LIGHTSOURCE)
        {
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
                if (permutation & SHADERPERMUTATION_DIFFUSE)
                {
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
                        if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
                        if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
@@ -1347,54 +1664,61 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                else
                {
                        // ambient only is simpler
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
                        if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
                        if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
                }
-       }
-       else if (mode == SHADERMODE_LIGHTDIRECTION)
-       {
-               if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
-               if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
-               if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
-               if (r_glsl_permutation->loc_LightDir >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+               // additive passes are only darkened by fog, not tinted
+               if (r_glsl_permutation->loc_FogColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
        }
        else
        {
-               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
-               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
-               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
+               if (mode == SHADERMODE_LIGHTDIRECTION)
+               {
+                       if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
+                       if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
+                       if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
+                       if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+               }
+               else
+               {
+                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
+                       if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
+               }
+               if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
+               if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+               // additive passes are only darkened by fog, not tinted
+               if (r_glsl_permutation->loc_FogColor >= 0)
+               {
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       else
+                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+               }
+               if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+               if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+               if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+               if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+               if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+               if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+               if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
        }
-       if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
        if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
        {
                // The formula used is actually:
-               //   color.rgb *= SceneBrightness;
                //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
-               // I simplify that to
-               //   color.rgb *= [[SceneBrightness * ContrastBoost]];
-               //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
-               // and Black:
-               //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
+               //   color.rgb *= SceneBrightness;
+               // simplified:
+               //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
                // and do [[calculations]] here in the engine
-               qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
-               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
+               qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
+               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
        }
        else
-               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
-       if (r_glsl_permutation->loc_FogColor >= 0)
-       {
-               // additive passes are only darkened by fog, not tinted
-               if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
-                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-               else
-                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
-       }
+               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
@@ -1413,15 +1737,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
        if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
-       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
-       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
-       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
-       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
-       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
-       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
        CHECKGLERROR
-       return permutation;
 }
 
 #define SKINFRAME_HASH 1024
@@ -1506,7 +1822,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
        skinframe_t *item;
        int hashindex;
        char basename[MAX_QPATH];
-       
+
        Image_StripImageExtension(name, basename, sizeof(basename));
 
        hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
@@ -1528,7 +1844,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                item->comparewidth = comparewidth;
                item->compareheight = compareheight;
                item->comparecrc = comparecrc;
-               item->next = r_skinframe.hash[hashindex];       
+               item->next = r_skinframe.hash[hashindex];
                r_skinframe.hash[hashindex] = item;
        }
        else if( item->base == NULL )
@@ -1807,18 +2123,6 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
 
 void gl_main_start(void)
 {
-       int x;
-       double r, alpha;
-
-       r = -16.0 / (1.0 * FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
-       for (x = 0;x < FOGMASKTABLEWIDTH;x++)
-       {
-               alpha = exp(r * ((double)x*(double)x));
-               if (x == FOGMASKTABLEWIDTH - 1)
-                       alpha = 0;
-               r_refdef.fogmasktable[x] = bound(0, alpha, 1);
-       }
-
        memset(r_qwskincache, 0, sizeof(r_qwskincache));
        memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
 
@@ -1835,11 +2139,14 @@ void gl_main_start(void)
                R_BuildWhiteCube();
                R_BuildNormalizationCube();
        }
-       R_BuildFogTexture();
+       r_texture_fogattenuation = NULL;
+       //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
        memset(&r_svbsp, 0, sizeof (r_svbsp));
+
+       r_refdef.fogmasktable_density = 0;
 }
 
 void gl_main_shutdown(void)
@@ -1861,6 +2168,8 @@ void gl_main_shutdown(void)
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
+       r_texture_fogattenuation = NULL;
+       //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
        R_GLSL_Restart_f();
@@ -1907,6 +2216,7 @@ void GL_Main_Init(void)
                Cvar_RegisterVariable (&gl_fogblue);
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
+               Cvar_RegisterVariable (&gl_skyclip);
        }
        Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_nearclip);
@@ -1937,12 +2247,18 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
+       Cvar_RegisterVariable(&r_fog_exp2);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
+       Cvar_RegisterVariable(&r_glsl_contrastboost);
+       Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
-       Cvar_RegisterVariable(&r_glsl_deluxemapping);
+       Cvar_RegisterVariable(&r_glsl_postprocess);
+       Cvar_RegisterVariable(&r_glsl_postprocess_contrastboost);
+       Cvar_RegisterVariable(&r_glsl_postprocess_gamma);
+       Cvar_RegisterVariable(&r_glsl_usegeneric);
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
        Cvar_RegisterVariable(&r_water_clippingplanebias);
@@ -1961,7 +2277,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
-       Cvar_RegisterVariable(&r_glsl_contrastboost);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
@@ -2031,12 +2346,12 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int i;
        mplane_t *p;
-       for (i = 0;i < r_view.numfrustumplanes;i++)
+       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
                if (i == 4)
                        continue;
-               p = r_view.frustum + i;
+               p = r_refdef.view.frustum + i;
                switch(p->signbits)
                {
                default:
@@ -2126,43 +2441,6 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 //==================================================================================
 
-static void R_UpdateEntityLighting(entity_render_t *ent)
-{
-       vec3_t tempdiffusenormal;
-
-       // fetch the lighting from the worldmodel data
-       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
-       VectorClear(ent->modellight_diffuse);
-       VectorClear(tempdiffusenormal);
-       if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
-       {
-               vec3_t org;
-               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
-       }
-       else // highly rare
-               VectorSet(ent->modellight_ambient, 1, 1, 1);
-
-       // move the light direction into modelspace coordinates for lighting code
-       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
-       if(VectorLength2(ent->modellight_lightdir) > 0)
-       {
-               VectorNormalize(ent->modellight_lightdir);
-       }
-       else
-       {
-               VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
-       }
-
-       // scale ambient and directional light contributions according to rendering variables
-       ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
-       ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
-       ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-}
-
 static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
@@ -2172,26 +2450,26 @@ static void R_View_UpdateEntityVisible (void)
                return;
 
        renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
-       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
+       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
-               for (i = 0;i < r_refdef.numentities;i++)
+               for (i = 0;i < r_refdef.scene.numentities;i++)
                {
-                       ent = r_refdef.entities[i];
-                       r_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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+                       ent = r_refdef.scene.entities[i];
+                       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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
 
                }
-               if(r_cullentities_trace.integer)
+               if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
                {
-                       for (i = 0;i < r_refdef.numentities;i++)
+                       for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
-                               ent = r_refdef.entities[i];
-                               if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+                               ent = r_refdef.scene.entities[i];
+                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
                                {
-                                       if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
+                                       if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
                                        if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
-                                               r_viewcache.entityvisible[i] = 0;
+                                               r_refdef.viewcache.entityvisible[i] = 0;
                                }
                        }
                }
@@ -2199,16 +2477,12 @@ static void R_View_UpdateEntityVisible (void)
        else
        {
                // no worldmodel or it can't check visibility
-               for (i = 0;i < r_refdef.numentities;i++)
+               for (i = 0;i < r_refdef.scene.numentities;i++)
                {
-                       ent = r_refdef.entities[i];
-                       r_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));
+                       ent = r_refdef.scene.entities[i];
+                       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));
                }
        }
-
-       // update entity lighting (even on hidden entities for r_shadows)
-       for (i = 0;i < r_refdef.numentities;i++)
-               R_UpdateEntityLighting(r_refdef.entities[i]);
 }
 
 // only used if skyrendermasked, and normally returns false
@@ -2221,11 +2495,11 @@ int R_DrawBrushModelsSky (void)
                return false;
 
        sky = false;
-       for (i = 0;i < r_refdef.numentities;i++)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               if (!r_viewcache.entityvisible[i])
+               if (!r_refdef.viewcache.entityvisible[i])
                        continue;
-               ent = r_refdef.entities[i];
+               ent = r_refdef.scene.entities[i];
                if (!ent->model || !ent->model->DrawSky)
                        continue;
                ent->model->DrawSky(ent);
@@ -2243,11 +2517,11 @@ static void R_DrawModels(void)
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               if (!r_viewcache.entityvisible[i])
+               if (!r_refdef.viewcache.entityvisible[i])
                        continue;
-               ent = r_refdef.entities[i];
+               ent = r_refdef.scene.entities[i];
                r_refdef.stats.entities++;
                if (ent->model && ent->model->Draw != NULL)
                        ent->model->Draw(ent);
@@ -2264,11 +2538,11 @@ static void R_DrawModelsDepth(void)
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               if (!r_viewcache.entityvisible[i])
+               if (!r_refdef.viewcache.entityvisible[i])
                        continue;
-               ent = r_refdef.entities[i];
+               ent = r_refdef.scene.entities[i];
                if (ent->model && ent->model->DrawDepth != NULL)
                        ent->model->DrawDepth(ent);
        }
@@ -2282,11 +2556,11 @@ static void R_DrawModelsDebug(void)
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               if (!r_viewcache.entityvisible[i])
+               if (!r_refdef.viewcache.entityvisible[i])
                        continue;
-               ent = r_refdef.entities[i];
+               ent = r_refdef.scene.entities[i];
                if (ent->model && ent->model->DrawDebug != NULL)
                        ent->model->DrawDebug(ent);
        }
@@ -2300,11 +2574,11 @@ static void R_DrawModelsAddWaterPlanes(void)
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               if (!r_viewcache.entityvisible[i])
+               if (!r_refdef.viewcache.entityvisible[i])
                        continue;
-               ent = r_refdef.entities[i];
+               ent = r_refdef.scene.entities[i];
                if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
                        ent->model->DrawAddWaterPlanes(ent);
        }
@@ -2314,201 +2588,196 @@ static void R_View_SetFrustum(void)
 {
        int i;
        double slopex, slopey;
+       vec3_t forward, left, up, origin;
 
-       // break apart the view matrix into vectors for various purposes
-       Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
-       VectorNegate(r_view.left, r_view.right);
+       // we can't trust r_refdef.view.forward and friends in reflected scenes
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
 
 #if 0
-       r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
-       r_view.frustum[0].normal[1] = 0 - 0;
-       r_view.frustum[0].normal[2] = -1 - 0;
-       r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
-       r_view.frustum[1].normal[1] = 0 + 0;
-       r_view.frustum[1].normal[2] = -1 + 0;
-       r_view.frustum[2].normal[0] = 0 - 0;
-       r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
-       r_view.frustum[2].normal[2] = -1 - 0;
-       r_view.frustum[3].normal[0] = 0 + 0;
-       r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
-       r_view.frustum[3].normal[2] = -1 + 0;
+       r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
+       r_refdef.view.frustum[0].normal[1] = 0 - 0;
+       r_refdef.view.frustum[0].normal[2] = -1 - 0;
+       r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
+       r_refdef.view.frustum[1].normal[1] = 0 + 0;
+       r_refdef.view.frustum[1].normal[2] = -1 + 0;
+       r_refdef.view.frustum[2].normal[0] = 0 - 0;
+       r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
+       r_refdef.view.frustum[2].normal[2] = -1 - 0;
+       r_refdef.view.frustum[3].normal[0] = 0 + 0;
+       r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
+       r_refdef.view.frustum[3].normal[2] = -1 + 0;
 #endif
 
 #if 0
        zNear = r_refdef.nearclip;
        nudge = 1.0 - 1.0 / (1<<23);
-       r_view.frustum[4].normal[0] = 0 - 0;
-       r_view.frustum[4].normal[1] = 0 - 0;
-       r_view.frustum[4].normal[2] = -1 - -nudge;
-       r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
-       r_view.frustum[5].normal[0] = 0 + 0;
-       r_view.frustum[5].normal[1] = 0 + 0;
-       r_view.frustum[5].normal[2] = -1 + -nudge;
-       r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
+       r_refdef.view.frustum[4].normal[0] = 0 - 0;
+       r_refdef.view.frustum[4].normal[1] = 0 - 0;
+       r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
+       r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
+       r_refdef.view.frustum[5].normal[0] = 0 + 0;
+       r_refdef.view.frustum[5].normal[1] = 0 + 0;
+       r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
+       r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
 #endif
 
 
 
 #if 0
-       r_view.frustum[0].normal[0] = m[3] - m[0];
-       r_view.frustum[0].normal[1] = m[7] - m[4];
-       r_view.frustum[0].normal[2] = m[11] - m[8];
-       r_view.frustum[0].dist = m[15] - m[12];
-
-       r_view.frustum[1].normal[0] = m[3] + m[0];
-       r_view.frustum[1].normal[1] = m[7] + m[4];
-       r_view.frustum[1].normal[2] = m[11] + m[8];
-       r_view.frustum[1].dist = m[15] + m[12];
-
-       r_view.frustum[2].normal[0] = m[3] - m[1];
-       r_view.frustum[2].normal[1] = m[7] - m[5];
-       r_view.frustum[2].normal[2] = m[11] - m[9];
-       r_view.frustum[2].dist = m[15] - m[13];
-
-       r_view.frustum[3].normal[0] = m[3] + m[1];
-       r_view.frustum[3].normal[1] = m[7] + m[5];
-       r_view.frustum[3].normal[2] = m[11] + m[9];
-       r_view.frustum[3].dist = m[15] + m[13];
-
-       r_view.frustum[4].normal[0] = m[3] - m[2];
-       r_view.frustum[4].normal[1] = m[7] - m[6];
-       r_view.frustum[4].normal[2] = m[11] - m[10];
-       r_view.frustum[4].dist = m[15] - m[14];
-
-       r_view.frustum[5].normal[0] = m[3] + m[2];
-       r_view.frustum[5].normal[1] = m[7] + m[6];
-       r_view.frustum[5].normal[2] = m[11] + m[10];
-       r_view.frustum[5].dist = m[15] + m[14];
+       r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
+       r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
+       r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
+       r_refdef.view.frustum[0].dist = m[15] - m[12];
+
+       r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
+       r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
+       r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
+       r_refdef.view.frustum[1].dist = m[15] + m[12];
+
+       r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
+       r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
+       r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
+       r_refdef.view.frustum[2].dist = m[15] - m[13];
+
+       r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
+       r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
+       r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
+       r_refdef.view.frustum[3].dist = m[15] + m[13];
+
+       r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
+       r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
+       r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
+       r_refdef.view.frustum[4].dist = m[15] - m[14];
+
+       r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
+       r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
+       r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
+       r_refdef.view.frustum[5].dist = m[15] + m[14];
 #endif
 
-       if (r_view.useperspective)
+       if (r_refdef.view.useperspective)
        {
-               slopex = 1.0 / r_view.frustum_x;
-               slopey = 1.0 / r_view.frustum_y;
-               VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
-               VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
-               VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
-               VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
-               VectorCopy(r_view.forward, r_view.frustum[4].normal);
-               
+               slopex = 1.0 / r_refdef.view.frustum_x;
+               slopey = 1.0 / r_refdef.view.frustum_y;
+               VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
+               VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
+               VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
+               VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
+               VectorCopy(forward, r_refdef.view.frustum[4].normal);
+
                // Leaving those out was a mistake, those were in the old code, and they
                // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
                // I couldn't reproduce it after adding those normalizations. --blub
-               VectorNormalize(r_view.frustum[0].normal);
-               VectorNormalize(r_view.frustum[1].normal);
-               VectorNormalize(r_view.frustum[2].normal);
-               VectorNormalize(r_view.frustum[3].normal);
+               VectorNormalize(r_refdef.view.frustum[0].normal);
+               VectorNormalize(r_refdef.view.frustum[1].normal);
+               VectorNormalize(r_refdef.view.frustum[2].normal);
+               VectorNormalize(r_refdef.view.frustum[3].normal);
 
                // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
-               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
-               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
-               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
-               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
+               VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
 
-               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
-               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
-               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
-               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
-               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+               r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
+               r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
+               r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
+               r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
+               r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
        }
        else
        {
-               VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
-               VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
-               VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
-               VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
-               VectorCopy(r_view.forward, r_view.frustum[4].normal);
-               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
-               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
-               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
-               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
-               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+               VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
+               VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
+               VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
+               VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
+               VectorCopy(forward, r_refdef.view.frustum[4].normal);
+               r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
+               r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
+               r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
+               r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
+               r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
        }
-       r_view.numfrustumplanes = 5;
+       r_refdef.view.numfrustumplanes = 5;
 
-       if (r_view.useclipplane)
+       if (r_refdef.view.useclipplane)
        {
-               r_view.numfrustumplanes = 6;
-               r_view.frustum[5] = r_view.clipplane;
+               r_refdef.view.numfrustumplanes = 6;
+               r_refdef.view.frustum[5] = r_refdef.view.clipplane;
        }
 
-       for (i = 0;i < r_view.numfrustumplanes;i++)
-               PlaneClassify(r_view.frustum + i);
+       for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
+               PlaneClassify(r_refdef.view.frustum + i);
 
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
        // Quake2 has it disabled as well.
 
        // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
-       //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
+       //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
+       //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
        //PlaneClassify(&frustum[0]);
 
        // rotate R_VIEWFORWARD left by FOV_X/2 degrees
-       //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
-       //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
+       //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
+       //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
        //PlaneClassify(&frustum[1]);
 
        // rotate R_VIEWFORWARD up by FOV_X/2 degrees
-       //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
-       //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
+       //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
+       //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
        //PlaneClassify(&frustum[2]);
 
        // rotate R_VIEWFORWARD down by FOV_X/2 degrees
-       //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
-       //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
+       //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
+       //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
        //PlaneClassify(&frustum[3]);
 
        // nearclip plane
-       //VectorCopy(r_view.forward, r_view.frustum[4].normal);
-       //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
+       //VectorCopy(forward, r_refdef.view.frustum[4].normal);
+       //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
        //PlaneClassify(&frustum[4]);
 }
 
 void R_View_Update(void)
 {
        R_View_SetFrustum();
-       R_View_WorldVisibility(r_view.useclipplane);
+       R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
 }
 
-void R_SetupView(void)
+void R_SetupView(qboolean allowwaterclippingplane)
 {
-       if (!r_view.useperspective)
-               GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+       if (!r_refdef.view.useperspective)
+               GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
        else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
        else
-               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
+               GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
 
-       GL_SetupView_Orientation_FromEntity(&r_view.matrix);
+       GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
 
-       if (r_view.useclipplane)
+       if (r_refdef.view.useclipplane && allowwaterclippingplane)
        {
                // LordHavoc: couldn't figure out how to make this approach the
-               vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
-               vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
-               if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
-                       dist = r_view.clipplane.dist;
-               GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
+               vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
+               vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
+               if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
+                       dist = r_refdef.view.clipplane.dist;
+               GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
        }
 }
 
 void R_ResetViewRendering2D(void)
 {
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-
        DrawQ_Finish();
 
-       // GL is weird because it's bottom to top, r_view.y is top to bottom
-       qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
+       qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_AlphaTest(false);
        GL_ScissorTest(false);
@@ -2525,23 +2794,19 @@ void R_ResetViewRendering2D(void)
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+       R_SetupGenericShader(true);
 }
 
 void R_ResetViewRendering3D(void)
 {
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-
        DrawQ_Finish();
 
-       // GL is weird because it's bottom to top, r_view.y is top to bottom
-       qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
-       R_SetupView();
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
+       qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+       R_SetupView(true);
+       GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_AlphaTest(false);
        GL_ScissorTest(true);
@@ -2557,70 +2822,10 @@ void R_ResetViewRendering3D(void)
        qglStencilMask(~0);CHECKGLERROR
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       GL_CullFace(r_view.cullface_back);
+       GL_CullFace(r_refdef.view.cullface_back);
+       R_SetupGenericShader(true);
 }
 
-/*
-       R_Bloom_SetupShader(
-"// bloom shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"#define myhalf half\n"
-"#define myhvec2 hvec2\n"
-"#define myhvec3 hvec3\n"
-"#define myhvec4 hvec4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhvec2 vec2\n"
-"#define myhvec3 vec3\n"
-"#define myhvec4 vec4\n"
-"#endif\n"
-"\n"
-"varying vec2 ScreenTexCoord;\n"
-"varying vec2 BloomTexCoord;\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// vertex shader specific:\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
-"      BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
-"      // transform vertex to camera space, using ftransform to match non-VS\n"
-"      // rendering\n"
-"      gl_Position = ftransform();\n"
-"}\n"
-"\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      int x, y;
-"      myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
-"      for (x = -BLUR_X;x <= BLUR_X;x++)
-"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-
-"      gl_FragColor = vec4(color);\n"
-"}\n"
-"\n"
-"#endif // FRAGMENT_SHADER\n"
-*/
-
 void R_RenderScene(qboolean addwaterplanes);
 
 static void R_Water_StartFrame(void)
@@ -2631,8 +2836,8 @@ static void R_Water_StartFrame(void)
 
        // set waterwidth and waterheight to the water resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
-       waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
+       waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+       waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
@@ -2721,7 +2926,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
                p->plane.dist = DotProduct(vert[0], p->plane.normal);
                PlaneClassify(&p->plane);
                // flip the plane if it does not face the viewer
-               if (PlaneDiff(r_view.origin, &p->plane) < 0)
+               if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
                {
                        VectorNegate(p->plane.normal, p->plane.normal);
                        p->plane.dist *= -1;
@@ -2735,21 +2940,21 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        p->materialflags |= surface->texture->currentframe->currentmaterialflags;
        // 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) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
-        && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
+       if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && 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)
        {
-               r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
+               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
                p->pvsvalid = true;
        }
 }
 
 static void R_Water_ProcessPlanes(void)
 {
-       r_view_t originalview;
+       r_refdef_view_t originalview;
        int planeindex;
        r_waterstate_waterplane_t *p;
 
-       originalview = r_view;
+       originalview = r_refdef.view;
 
        // make sure enough textures are allocated
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
@@ -2774,20 +2979,20 @@ static void R_Water_ProcessPlanes(void)
        // render views
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
-               r_view.showdebug = false;
-               r_view.width = r_waterstate.waterwidth;
-               r_view.height = r_waterstate.waterheight;
-               r_view.useclipplane = true;
+               r_refdef.view.showdebug = false;
+               r_refdef.view.width = r_waterstate.waterwidth;
+               r_refdef.view.height = r_waterstate.waterheight;
+               r_refdef.view.useclipplane = true;
                r_waterstate.renderingscene = true;
 
                // render the normal view scene and copy into texture
                // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
-                       r_view.clipplane = p->plane;
-                       VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
-                       r_view.clipplane.dist = -r_view.clipplane.dist;
-                       PlaneClassify(&r_view.clipplane);
+                       r_refdef.view.clipplane = p->plane;
+                       VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
+                       r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
+                       PlaneClassify(&r_refdef.view.clipplane);
 
                        R_RenderScene(false);
 
@@ -2795,28 +3000,30 @@ static void R_Water_ProcessPlanes(void)
                        R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
                        GL_ActiveTexture(0);
                        CHECKGLERROR
-                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
                }
 
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        // render reflected scene and copy into texture
-                       Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
-                       r_view.clipplane = p->plane;
+                       Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
+                       // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
+                       Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
+                       r_refdef.view.clipplane = p->plane;
                        // reverse the cullface settings for this render
-                       r_view.cullface_front = GL_FRONT;
-                       r_view.cullface_back = GL_BACK;
-                       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
+                       r_refdef.view.cullface_front = GL_FRONT;
+                       r_refdef.view.cullface_back = GL_BACK;
+                       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
                        {
-                               r_view.usecustompvs = true;
+                               r_refdef.view.usecustompvs = true;
                                if (p->pvsvalid)
-                                       memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+                                       memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
                                else
-                                       memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+                                       memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
                        }
 
                        R_ResetViewRendering3D();
-                       R_ClearScreen();
+                       R_ClearScreen(r_refdef.fogenabled);
                        if (r_timereport_active)
                                R_TimeReport("viewclear");
 
@@ -2825,21 +3032,21 @@ static void R_Water_ProcessPlanes(void)
                        R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
                        GL_ActiveTexture(0);
                        CHECKGLERROR
-                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
 
                        R_ResetViewRendering3D();
-                       R_ClearScreen();
+                       R_ClearScreen(r_refdef.fogenabled);
                        if (r_timereport_active)
                                R_TimeReport("viewclear");
                }
 
-               r_view = originalview;
-               r_view.clear = true;
+               r_refdef.view = originalview;
+               r_refdef.view.clear = true;
                r_waterstate.renderingscene = false;
        }
        return;
 error:
-       r_view = originalview;
+       r_refdef.view = originalview;
        r_waterstate.renderingscene = false;
        Cvar_SetValueQuick(&r_water, 0);
        Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
@@ -2852,15 +3059,17 @@ void R_Bloom_StartFrame(void)
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
-       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
-       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
+       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
+       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
+       r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
+       r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
 
        // calculate desired texture sizes
        if (gl_support_arb_texture_non_power_of_two)
        {
-               screentexturewidth = r_view.width;
-               screentextureheight = r_view.height;
+               screentexturewidth = r_refdef.view.width;
+               screentextureheight = r_refdef.view.height;
                bloomtexturewidth = r_bloomstate.bloomwidth;
                bloomtextureheight = r_bloomstate.bloomheight;
        }
@@ -2872,33 +3081,16 @@ void R_Bloom_StartFrame(void)
                for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
        }
 
-       if (r_hdr.integer)
-       {
-               screentexturewidth = screentextureheight = 0;
-       }
-       else if (r_bloom.integer)
+       if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
        {
+               Cvar_SetValueQuick(&r_hdr, 0);
+               Cvar_SetValueQuick(&r_bloom, 0);
        }
-       else
-       {
+
+       if (!(r_glsl.integer && (r_glsl_postprocess.integer || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
                screentexturewidth = screentextureheight = 0;
+       if (!r_hdr.integer && !r_bloom.integer)
                bloomtexturewidth = bloomtextureheight = 0;
-       }
-
-       if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
-       {
-               // can't use bloom if the parameters are too weird
-               // can't use bloom if the card does not support the texture size
-               if (r_bloomstate.texture_screen)
-                       R_FreeTexture(r_bloomstate.texture_screen);
-               if (r_bloomstate.texture_bloom)
-                       R_FreeTexture(r_bloomstate.texture_bloom);
-               memset(&r_bloomstate, 0, sizeof(r_bloomstate));
-               return;
-       }
-
-       r_bloomstate.enabled = true;
-       r_bloomstate.hdr = r_hdr.integer != 0;
 
        // allocate textures as needed
        if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
@@ -2925,10 +3117,10 @@ void R_Bloom_StartFrame(void)
        // set up a texcoord array for the full resolution screen image
        // (we have to keep this around to copy back during final render)
        r_bloomstate.screentexcoord2f[0] = 0;
-       r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
-       r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
        r_bloomstate.screentexcoord2f[5] = 0;
        r_bloomstate.screentexcoord2f[6] = 0;
        r_bloomstate.screentexcoord2f[7] = 0;
@@ -2937,36 +3129,33 @@ void R_Bloom_StartFrame(void)
        // (which will be additive blended over the screen image)
        r_bloomstate.bloomtexcoord2f[0] = 0;
        r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
        r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
        r_bloomstate.bloomtexcoord2f[5] = 0;
        r_bloomstate.bloomtexcoord2f[6] = 0;
        r_bloomstate.bloomtexcoord2f[7] = 0;
+
+       if (r_hdr.integer || r_bloom.integer)
+       {
+               r_bloomstate.enabled = true;
+               r_bloomstate.hdr = r_hdr.integer != 0;
+       }
 }
 
-void R_Bloom_CopyScreenTexture(float colorscale)
+void R_Bloom_CopyBloomTexture(float colorscale)
 {
        r_refdef.stats.bloom++;
 
-       R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
-       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-
-       // copy view into the screen texture
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
-
-       // now scale it down to the bloom texture size
+       // scale down screen texture to the bloom texture size
        CHECKGLERROR
-       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
+       R_SetupGenericShader(true);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
@@ -2975,7 +3164,7 @@ void R_Bloom_CopyScreenTexture(float colorscale)
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        GL_ActiveTexture(0);
        CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
        r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 }
 
@@ -2984,8 +3173,8 @@ void R_Bloom_CopyHDRTexture(void)
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        GL_ActiveTexture(0);
        CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
 }
 
 void R_Bloom_MakeTexture(void)
@@ -2998,10 +3187,11 @@ void R_Bloom_MakeTexture(void)
        R_ResetViewRendering2D();
        R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
+       R_SetupGenericShader(true);
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
-       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
 
        for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
        {
@@ -3017,7 +3207,7 @@ void R_Bloom_MakeTexture(void)
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
                r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
        }
 
@@ -3063,7 +3253,7 @@ void R_Bloom_MakeTexture(void)
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
                r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
        }
 
@@ -3091,7 +3281,7 @@ void R_Bloom_MakeTexture(void)
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
                r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
        }
 }
@@ -3099,43 +3289,103 @@ void R_Bloom_MakeTexture(void)
 void R_HDR_RenderBloomTexture(void)
 {
        int oldwidth, oldheight;
+       float oldcolorscale;
 
-       oldwidth = r_view.width;
-       oldheight = r_view.height;
-       r_view.width = r_bloomstate.bloomwidth;
-       r_view.height = r_bloomstate.bloomheight;
+       oldcolorscale = r_refdef.view.colorscale;
+       oldwidth = r_refdef.view.width;
+       oldheight = r_refdef.view.height;
+       r_refdef.view.width = r_bloomstate.bloomwidth;
+       r_refdef.view.height = r_bloomstate.bloomheight;
 
        // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
        // TODO: add exposure compensation features
        // TODO: add fp16 framebuffer support
 
-       r_view.showdebug = false;
-       r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
-       if (r_hdr.integer)
-               r_view.colorscale /= r_hdr_range.value;
+       r_refdef.view.showdebug = false;
+       r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
+
+       R_ClearScreen(r_refdef.fogenabled);
+       if (r_timereport_active)
+               R_TimeReport("HDRclear");
+
        r_waterstate.numwaterplanes = 0;
        R_RenderScene(r_waterstate.enabled);
-       r_view.showdebug = true;
+       r_refdef.view.showdebug = true;
 
        R_ResetViewRendering2D();
 
        R_Bloom_CopyHDRTexture();
        R_Bloom_MakeTexture();
 
+       // restore the view settings
+       r_refdef.view.width = oldwidth;
+       r_refdef.view.height = oldheight;
+       r_refdef.view.colorscale = oldcolorscale;
+
        R_ResetViewRendering3D();
 
-       R_ClearScreen();
+       R_ClearScreen(r_refdef.fogenabled);
        if (r_timereport_active)
                R_TimeReport("viewclear");
-
-       // restore the view settings
-       r_view.width = oldwidth;
-       r_view.height = oldheight;
 }
 
 static void R_BlendView(void)
 {
-       if (r_bloomstate.enabled && r_bloomstate.hdr)
+       if (r_bloomstate.texture_screen)
+       {
+               // copy view into the screen texture
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+               GL_ActiveTexture(0);CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
+       }
+
+       if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
+       {
+               unsigned int permutation =
+                         (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
+                       | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0);
+               if(r_glsl_postprocess.value)
+                       permutation |=
+                                 (r_glsl_postprocess_contrastboost.value != 1 ? SHADERPERMUTATION_CONTRASTBOOST : 0)
+                               | (r_glsl_postprocess_gamma.value != 1 ? SHADERPERMUTATION_GAMMA : 0);
+
+               if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
+               {
+                       // render simple bloom effect
+                       // copy the screen and shrink it and darken it for the bloom process
+                       R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
+                       // make the bloom texture
+                       R_Bloom_MakeTexture();
+               }
+
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_Color(1, 1, 1, 1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+               R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               if (r_glsl_permutation->loc_TintColor >= 0)
+                       qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
+                       qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_postprocess_contrastboost.value - 1);
+               if (r_glsl_permutation->loc_GammaCoeff >= 0)
+                       qglUniform1fARB(r_glsl_permutation->loc_GammaCoeff, 1 / r_glsl_postprocess_gamma.value);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+               return;
+       }
+
+
+
+       if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
        {
                // render high dynamic range bloom effect
                // the bloom texture was made earlier this render, so we just need to
@@ -3143,18 +3393,19 @@ static void R_BlendView(void)
                R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
                R_Mesh_ColorPointer(NULL, 0, 0);
+               R_SetupGenericShader(true);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ONE);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
-               r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
        }
-       else if (r_bloomstate.enabled)
+       else if (r_bloomstate.texture_bloom)
        {
                // render simple bloom effect
                // copy the screen and shrink it and darken it for the bloom process
-               R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
+               R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
                // make the bloom texture
                R_Bloom_MakeTexture();
                // put the original screen image back in place and blend the bloom
@@ -3169,45 +3420,74 @@ static void R_BlendView(void)
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
-                       R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+                       R_SetupGenericTwoTextureShader(GL_ADD);
                        R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
                        R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
                else
                {
+                       R_SetupGenericShader(true);
                        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
-                       r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+                       r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
                        // now blend on the bloom texture
                        GL_BlendFunc(GL_ONE, GL_ONE);
                        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
                        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
-               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
-               r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
-       }
-       if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
-       {
-               // apply a color tint to the whole view
-               R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+       }
+       if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
+       {
+               // apply a color tint to the whole view
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_SetupGenericShader(false);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+       }
+}
+
+void R_RenderScene(qboolean addwaterplanes);
+
+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;
+
+               {
+                       vec3_t fogvec;
+                       VectorCopy(r_refdef.fogcolor, fogvec);
+                       if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
+                       {
+                               //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
+                               fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+                               fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+                               fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+                       }
+                       //   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_RenderScene(qboolean addwaterplanes);
-
-matrix4x4_t r_waterscrollmatrix;
-
 void R_UpdateVariables(void)
 {
        R_Textures_Frame();
 
        r_refdef.farclip = 4096;
-       if (r_refdef.worldmodel)
-               r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+       if (r_refdef.scene.worldmodel)
+               r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
        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)
@@ -3240,6 +3520,9 @@ void R_UpdateVariables(void)
                        r_refdef.fog_red = gl_fogred.value;
                        r_refdef.fog_green = gl_foggreen.value;
                        r_refdef.fog_blue = gl_fogblue.value;
+                       r_refdef.fog_alpha = 1;
+                       r_refdef.fog_start = 0;
+                       r_refdef.fog_end = gl_skyclip.value;
                }
                else if (r_refdef.oldgl_fogenable)
                {
@@ -3248,30 +3531,17 @@ void R_UpdateVariables(void)
                        r_refdef.fog_red = 0;
                        r_refdef.fog_green = 0;
                        r_refdef.fog_blue = 0;
+                       r_refdef.fog_alpha = 0;
+                       r_refdef.fog_start = 0;
+                       r_refdef.fog_end = 0;
                }
        }
-       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;
 
-               {
-                       vec3_t fogvec;
-                       //   color.rgb *= SceneBrightness;
-                       VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
-                       if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
-                       {
-                               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
-                               fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
-                               fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
-                               fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
-                       }
-                       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);
-               }
-       }
+       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)
        {
@@ -3279,15 +3549,54 @@ void R_UpdateVariables(void)
                // this is the point where the fog reaches 0.9986 alpha, which we
                // consider a good enough cutoff point for the texture
                // (0.9986 * 256 == 255.6)
-               r_refdef.fogrange = 16 / (r_refdef.fog_density * r_refdef.fog_density);
+               if (r_fog_exp2.integer)
+                       r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
+               else
+                       r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
+               r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
                r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
                r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
                // fog color was already set
+               // update the fog texture
+               if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
+                       R_BuildFogTexture();
        }
        else
                r_refdef.fogenabled = false;
 }
 
+static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
+static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
+/*
+================
+R_SelectScene
+================
+*/
+void R_SelectScene( r_refdef_scene_type_t scenetype ) {
+       if( scenetype != r_currentscenetype ) {
+               // store the old scenetype
+               r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
+               r_currentscenetype = scenetype;
+               // move in the new scene
+               r_refdef.scene = r_scenes_store[ r_currentscenetype ];
+       }
+}
+
+/*
+================
+R_GetScenePointer
+================
+*/
+r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
+{
+       // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
+       if( scenetype == r_currentscenetype ) {
+               return &r_refdef.scene;
+       } else {
+               return &r_scenes_store[ scenetype ];
+       }
+}
+
 /*
 ================
 R_RenderView
@@ -3295,9 +3604,19 @@ R_RenderView
 */
 void R_RenderView(void)
 {
-       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+       if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
+       r_refdef.view.colorscale = r_hdr_scenebrightness.value;
+
+       // break apart the view matrix into vectors for various purposes
+       // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
+       // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
+       VectorNegate(r_refdef.view.left, r_refdef.view.right);
+       // make an inverted copy of the view matrix for tracking sprites
+       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+
        R_Shadow_UpdateWorldLightSelection();
 
        R_Bloom_StartFrame();
@@ -3309,21 +3628,20 @@ void R_RenderView(void)
 
        R_ResetViewRendering3D();
 
-       if (r_view.clear)
+       if (r_refdef.view.clear || r_refdef.fogenabled)
        {
-               R_ClearScreen();
+               R_ClearScreen(r_refdef.fogenabled);
                if (r_timereport_active)
                        R_TimeReport("viewclear");
        }
-       r_view.clear = true;
+       r_refdef.view.clear = true;
 
-       r_view.showdebug = true;
+       r_refdef.view.showdebug = true;
 
        // this produces a bloom texture to be used in R_BlendView() later
        if (r_hdr.integer)
                R_HDR_RenderBloomTexture();
 
-       r_view.colorscale = r_hdr_scenebrightness.value;
        r_waterstate.numwaterplanes = 0;
        R_RenderScene(r_waterstate.enabled);
 
@@ -3344,6 +3662,10 @@ static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
 void R_RenderScene(qboolean addwaterplanes)
 {
+       r_refdef.stats.renders++;
+
+       R_UpdateFogColor();
+
        if (addwaterplanes)
        {
                R_ResetViewRendering3D();
@@ -3352,15 +3674,15 @@ void R_RenderScene(qboolean addwaterplanes)
                if (r_timereport_active)
                        R_TimeReport("watervis");
 
-               if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
+               if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
                {
-                       r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
+                       r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
                        if (r_timereport_active)
                                R_TimeReport("waterworld");
                }
 
                // don't let sound skip if going slow
-               if (r_refdef.extraupdate)
+               if (r_refdef.scene.extraupdate)
                        S_ExtraUpdate ();
 
                R_DrawModelsAddWaterPlanes();
@@ -3375,7 +3697,7 @@ void R_RenderScene(qboolean addwaterplanes)
        R_ResetViewRendering3D();
 
        // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
+       if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
        R_MeshQueue_BeginScene();
@@ -3386,17 +3708,17 @@ void R_RenderScene(qboolean addwaterplanes)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
-       Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+       Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
 
        if (cl.csqc_vidvars.drawworld)
        {
                // don't let sound skip if going slow
-               if (r_refdef.extraupdate)
+               if (r_refdef.scene.extraupdate)
                        S_ExtraUpdate ();
 
-               if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
                {
-                       r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+                       r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
                        if (r_timereport_active)
                                R_TimeReport("worldsky");
                }
@@ -3405,9 +3727,9 @@ void R_RenderScene(qboolean addwaterplanes)
                        R_TimeReport("bmodelsky");
        }
 
-       if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
+       if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
        {
-               r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
+               r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
                if (r_timereport_active)
                        R_TimeReport("worlddepth");
        }
@@ -3418,15 +3740,15 @@ void R_RenderScene(qboolean addwaterplanes)
                        R_TimeReport("modeldepth");
        }
 
-       if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+       if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
        {
-               r_refdef.worldmodel->Draw(r_refdef.worldentity);
+               r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
                if (r_timereport_active)
                        R_TimeReport("world");
        }
 
        // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
+       if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
        R_DrawModels();
@@ -3434,7 +3756,7 @@ void R_RenderScene(qboolean addwaterplanes)
                R_TimeReport("models");
 
        // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
+       if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
        if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
@@ -3444,7 +3766,7 @@ void R_RenderScene(qboolean addwaterplanes)
                R_ResetViewRendering3D();
 
                // don't let sound skip if going slow
-               if (r_refdef.extraupdate)
+               if (r_refdef.scene.extraupdate)
                        S_ExtraUpdate ();
        }
 
@@ -3453,7 +3775,7 @@ void R_RenderScene(qboolean addwaterplanes)
                R_TimeReport("rtlights");
 
        // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
+       if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
        if (cl.csqc_vidvars.drawworld)
@@ -3475,13 +3797,10 @@ void R_RenderScene(qboolean addwaterplanes)
                        R_TimeReport("explosions");
        }
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
        VM_CL_AddPolygonsToMeshQueue();
 
-       if (r_view.showdebug)
+       if (r_refdef.view.showdebug)
        {
                if (cl_locs_show.integer)
                {
@@ -3505,22 +3824,16 @@ void R_RenderScene(qboolean addwaterplanes)
                }
        }
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
        R_MeshQueue_RenderTransparent();
        if (r_timereport_active)
                R_TimeReport("drawtrans");
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
 
-       if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
+       if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
        {
-               r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
+               r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
                if (r_timereport_active)
                        R_TimeReport("worlddebug");
                R_DrawModelsDebug();
@@ -3528,10 +3841,7 @@ void R_RenderScene(qboolean addwaterplanes)
                        R_TimeReport("modeldebug");
        }
 
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_SetupGenericShader(true);
 
        if (cl.csqc_vidvars.drawworld)
        {
@@ -3541,7 +3851,7 @@ void R_RenderScene(qboolean addwaterplanes)
        }
 
        // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
+       if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
        R_ResetViewRendering2D();
@@ -3591,6 +3901,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(color4f, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
        R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
 }
 
@@ -3602,6 +3913,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
        // this function draws bounding boxes of server entities
        if (!sv.active)
                return;
+       R_SetupGenericShader(false);
        SV_VM_Begin();
        for (i = 0;i < numsurfaces;i++)
        {
@@ -3618,7 +3930,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                color[3] *= r_showbboxes.value;
                color[3] = bound(0, color[3], 1);
                GL_DepthTest(!r_showdisabledepthtest.integer);
-               GL_CullFace(r_view.cullface_front);
+               GL_CullFace(r_refdef.view.cullface_front);
                R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
        }
        SV_VM_End();
@@ -3703,7 +4015,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
+       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
+       R_SetupGenericShader(false);
        R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
        if (r_refdef.fogenabled)
        {
@@ -3739,7 +4052,7 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -3751,12 +4064,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
        VectorSubtract (org2, org1, normal);
 
        // calculate 'right' vector for start
-       VectorSubtract (r_view.origin, org1, diff);
+       VectorSubtract (r_refdef.view.origin, org1, diff);
        CrossProduct (normal, diff, right1);
        VectorNormalize (right1);
 
        // calculate 'right' vector for end
-       VectorSubtract (r_view.origin, org2, diff);
+       VectorSubtract (r_refdef.view.origin, org2, diff);
        CrossProduct (normal, diff, right2);
        VectorNormalize (right2);
 
@@ -3781,7 +4094,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        float fog = 1.0f;
        float vertex3f[12];
 
-       if (r_refdef.fogenabled)
+       if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
                fog = FogPoint_World(origin);
 
        R_Mesh_Matrix(&identitymatrix);
@@ -3791,10 +4104,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        {
                scalex1 = -scalex1;
                scalex2 = -scalex2;
-               GL_CullFace(r_view.cullface_front);
+               GL_CullFace(r_refdef.view.cullface_front);
        }
        else
-               GL_CullFace(r_view.cullface_back);
+               GL_CullFace(r_refdef.view.cullface_back);
+       GL_CullFace(GL_NONE);
 
        GL_DepthMask(false);
        GL_DepthRange(0, depthshort ? 0.0625 : 1);
@@ -3817,10 +4131,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(true);
        R_Mesh_TexBind(0, R_GetTexture(texture));
        R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
-       // FIXME: fixed function path can't properly handle r_view.colorscale > 1
-       GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
+       // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
+       GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 
        if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
@@ -3828,7 +4143,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
                fog = 1 - fog;
-               GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
+               GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
                R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
@@ -3941,16 +4256,16 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->blendfunc2 = blendfunc2;
        layer->texture = texture;
        layer->texmatrix = *matrix;
-       layer->color[0] = r * r_view.colorscale;
-       layer->color[1] = g * r_view.colorscale;
-       layer->color[2] = b * r_view.colorscale;
+       layer->color[0] = r * r_refdef.view.colorscale;
+       layer->color[1] = g * r_refdef.view.colorscale;
+       layer->color[2] = b * r_refdef.view.colorscale;
        layer->color[3] = a;
 }
 
 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
 {
        double index, f;
-       index = parms[2] + r_refdef.time * parms[3];
+       index = parms[2] + r_refdef.scene.time * parms[3];
        index -= floor(index);
        switch (func)
        {
@@ -3997,7 +4312,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                if (model->skinscenes)
                {
                        if (model->skinscenes[s].framecount > 1)
-                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                        else
                                s = model->skinscenes[s].firstframe;
                }
@@ -4008,9 +4323,9 @@ void R_UpdateTextureInfo(const entity_render_t *ent, 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 (ent->frame2 != 0 && t->anim_total[1])
-                               t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
+                               t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
                        else
-                               t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
+                               t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
                }
                texture->currentframe = t;
        }
@@ -4045,6 +4360,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
                */
        }
+       if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
+               t->currentalpha *= t->r_water_wateralpha;
        if(!r_waterstate.enabled)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
        if (!(ent->flags & RENDER_LIGHT))
@@ -4067,10 +4384,16 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (ent->flags & RENDER_VIEWMODEL)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
-       if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+       if (t->backgroundnumskinframes)
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+       if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
+       {
+               if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
+                       t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
+       }
+       else
+               t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
 
-       // make sure that the waterscroll matrix is used on water surfaces when
        // there is no tcmod
        if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
                t->currenttexmatrix = r_waterscrollmatrix;
@@ -4094,14 +4417,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        break;
                case Q3TCMOD_ROTATE:
                        Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
-                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
+                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 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.time, tcmod->parms[1] * r_refdef.time, 0);
+                       Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
                        break;
                case Q3TCMOD_STRETCH:
                        f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
@@ -4159,23 +4482,16 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
        // accurately represents the shading involved
-       if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+       if (gl_lightmaps.integer)
        {
-               t->basetexture = r_texture_white;
+               t->basetexture = r_texture_grey128;
+               t->backgroundbasetexture = NULL;
                t->specularscale = 0;
+               t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
+               t->currentmaterialflags |= MATERIALFLAG_WALL;
        }
 
-       t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
-       t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
-       // submodels are biased to avoid z-fighting with world surfaces that they
-       // may be exactly overlapping (avoids z-fighting artifacts on certain
-       // doors and things in Quake maps)
-       if (ent->model->brush.submodel)
-       {
-               t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
-               t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
-       }
-
+       Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
        VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
@@ -4206,51 +4522,53 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                        if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
                        {
-                               rtexture_t *currentbasetexture;
                                int layerflags = 0;
                                if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
                                        layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
                                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
                                {
                                        // fullbright is not affected by r_refdef.lightmapintensity
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
                                        if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
                                        if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
                                }
                                else
                                {
+                                       vec3_t ambientcolor;
                                        float colorscale;
                                        // set the color tint used for lights affecting this surface
-                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
+                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
                                        colorscale = 2;
                                        // q3bsp has no lightmap updates, so the lightstylevalue that
                                        // would normally be baked into the lightmap must be
                                        // applied to the color
                                        // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
                                        if (ent->model->type == mod_brushq3)
-                                               colorscale *= r_refdef.rtlightstylevalue[0];
+                                               colorscale *= r_refdef.scene.rtlightstylevalue[0];
                                        colorscale *= r_refdef.lightmapintensity;
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
-                                       if (r_ambient.value >= (1.0f/64.0f))
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
+                                       VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
+                                       // basic lit geometry
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
+                                       // add pants/shirt if needed
                                        if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                       {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
-                                               if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
-                                       }
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
                                        if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                                       // now add ambient passes if needed
+                                       if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
                                        {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
-                                               if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
+                                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
                                        }
                                }
-                               if (t->currentskinframe->glow != NULL)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
+                               if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
                                if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
                                {
                                        // if this is opaque use alpha blend which will darken the earlier
@@ -4264,7 +4582,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        // were darkened by fog already, and we should not add fog color
                                        // (because the background was not darkened, there is no fog color
                                        // that was lost behind it).
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
                                }
                        }
                }
@@ -4303,29 +4621,15 @@ void R_Mesh_ResizeArrays(int newvertices)
        rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
 }
 
-void RSurf_CleanUp(void)
-{
-       CHECKGLERROR
-       if (rsurface.mode == RSURFMODE_GLSL)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       GL_AlphaTest(false);
-       rsurface.mode = RSURFMODE_NONE;
-       rsurface.uselightmaptexture = false;
-       rsurface.texture = NULL;
-}
-
 void RSurf_ActiveWorldEntity(void)
 {
-       model_t *model = r_refdef.worldmodel;
-       RSurf_CleanUp();
+       model_t *model = r_refdef.scene.worldmodel;
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        R_Mesh_Matrix(&identitymatrix);
-       VectorCopy(r_view.origin, rsurface.modelorg);
+       VectorCopy(r_refdef.view.origin, rsurface.modelorg);
        VectorSet(rsurface.modellight_ambient, 0, 0, 0);
        VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
@@ -4339,6 +4643,8 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.frameblend[2].lerp = 0;
        rsurface.frameblend[3].frame = 0;
        rsurface.frameblend[3].lerp = 0;
+       rsurface.basepolygonfactor = r_refdef.polygonfactor;
+       rsurface.basepolygonoffset = r_refdef.polygonoffset;
        rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
        rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
        rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
@@ -4385,14 +4691,18 @@ void RSurf_ActiveWorldEntity(void)
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        model_t *model = ent->model;
-       RSurf_CleanUp();
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        R_Mesh_Matrix(&rsurface.matrix);
-       Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
-       VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+       Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
+       rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
+       rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
+       rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
+       rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
+       rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
+       rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
        VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
@@ -4401,6 +4711,13 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.frameblend[1] = ent->frameblend[1];
        rsurface.frameblend[2] = ent->frameblend[2];
        rsurface.frameblend[3] = ent->frameblend[3];
+       rsurface.basepolygonfactor = r_refdef.polygonfactor;
+       rsurface.basepolygonoffset = r_refdef.polygonoffset;
+       if (ent->model->brush.submodel)
+       {
+               rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
+               rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
+       }
        if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
        {
                if (wanttangents)
@@ -4564,9 +4881,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                case Q3DEFORM_NONE:
                        break;
                case Q3DEFORM_AUTOSPRITE:
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
@@ -4607,9 +4924,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        rsurface.normal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
@@ -4642,7 +4959,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                                v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
                                                v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
 #if 0
-                                               Debug_PolygonBegin(NULL, 0, false, 0);
+                                               Debug_PolygonBegin(NULL, 0);
                                                Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
                                                Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
                                                Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
@@ -4669,7 +4986,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
                                        VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
 #if 0
-                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonBegin(NULL, 0);
                                        Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
                                        Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
                                        Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
@@ -4683,21 +5000,21 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorNormalize(up);
                                        // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
                                        //VectorSubtract(rsurface.modelorg, center, forward);
-                                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
+                                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
                                        VectorNegate(forward, forward);
                                        VectorReflect(forward, 0, up, forward);
                                        VectorNormalize(forward);
                                        CrossProduct(up, forward, newright);
                                        VectorNormalize(newright);
 #if 0
-                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonBegin(NULL, 0);
                                        Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
                                        Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
                                        Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
                                        Debug_PolygonEnd();
 #endif
 #if 0
-                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonBegin(NULL, 0);
                                        Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
                                        Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
                                        Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
@@ -4748,9 +5065,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
                                        VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
                                        VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
-                                       normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
-                                       normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
-                                       normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+                                       normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+                                       normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
                                        VectorNormalize(normal);
                                }
                                Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
@@ -4801,7 +5118,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                for (j = 0;j < surface->num_vertices;j++)
                                {
-                                       scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
+                                       scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
                                        VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
                                }
                        }
@@ -4884,7 +5201,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                amplitude = rsurface.texture->tcmods[0].parms[1];
-               animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
+               animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
@@ -5148,7 +5465,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        for (j = 0;j < surface->num_triangles;j++)
                        {
-                               float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
+                               float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
                                GL_Color(f, f, f, 1);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
                        }
@@ -5160,7 +5477,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        int k = (int)(((size_t)surface) / sizeof(msurface_t));
-                       GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
+                       GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
@@ -5276,23 +5593,23 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
                                if (surface->lightmapinfo->samples)
                                {
                                        const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
-                                       float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                       float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
                                        VectorScale(lm, scale, c);
                                        if (surface->lightmapinfo->styles[1] != 255)
                                        {
                                                int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
                                                lm += size3;
-                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                               scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
                                                VectorMA(c, scale, lm, c);
                                                if (surface->lightmapinfo->styles[2] != 255)
                                                {
                                                        lm += size3;
-                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                       scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
                                                        VectorMA(c, scale, lm, c);
                                                        if (surface->lightmapinfo->styles[3] != 255)
                                                        {
                                                                lm += size3;
-                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                               scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
                                                                VectorMA(c, scale, lm, c);
                                                        }
                                                }
@@ -5332,12 +5649,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        // TODO: optimize
        // model lighting
        VectorCopy(rsurface.modellight_lightdir, lightdir);
-       ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
-       ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
-       ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
-       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
-       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
-       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
+       f = 0.5f * r_refdef.lightmapintensity;
+       ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
+       ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
+       ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
+       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
+       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
+       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
        if (VectorLength2(diffusecolor) > 0)
        {
                // generate color arrays for the surfaces in this list
@@ -5383,48 +5701,34 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_SetupDepthAndCulling(void)
 {
+       // submodels are biased to avoid z-fighting with world surfaces that they
+       // may be exactly overlapping (avoids z-fighting artifacts on certain
+       // doors and things in Quake maps)
        GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-       GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+       GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
-       if (rsurface.mode != RSURFMODE_SHOWSURFACES)
-       {
-               rsurface.mode = RSURFMODE_SHOWSURFACES;
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-       }
-       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-       RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
 }
 
 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        // transparent sky would be ridiculous
-       if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                return;
-       if (rsurface.mode != RSURFMODE_SKY)
-       {
-               if (rsurface.mode == RSURFMODE_GLSL)
-               {
-                       qglUseProgramObjectARB(0);CHECKGLERROR
-               }
-               rsurface.mode = RSURFMODE_SKY;
-       }
+       R_SetupGenericShader(false);
        if (skyrendernow)
        {
                skyrendernow = false;
+               // we have to force off the water clipping plane while rendering sky
+               R_SetupView(false);
                R_Sky();
+               R_SetupView(true);
                // restore entity matrix
                R_Mesh_Matrix(&rsurface.matrix);
        }
-       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-       GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
-       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+       RSurf_SetupDepthAndCulling();
        GL_DepthMask(true);
        // LordHavoc: HalfLife maps have freaky skypolys so don't use
        // skymasking on them, and Quake3 never did sky masking (unlike
@@ -5432,13 +5736,14 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        // 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.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
+       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
        {
-               GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
+               GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
+                       R_SetupDepthOrShadowShader();
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
@@ -5447,55 +5752,43 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                }
                else
                {
+                       R_SetupGenericShader(false);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                }
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
                if (skyrendermasked)
-                       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+                       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        }
+       R_Mesh_ResetTextureState();
+       GL_Color(1, 1, 1, 1);
 }
 
-static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
                return;
 
-       if (rsurface.mode != RSURFMODE_GLSL)
-       {
-               rsurface.mode = RSURFMODE_GLSL;
-               R_Mesh_ResetTextureState();
-       }
-
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
-       R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
-       R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
-       R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
-       R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-       {
-               R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
-               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+       R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
+       R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
+       R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
+       if (rsurface.texture->backgroundcurrentskinframe)
+       {
+               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
+               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
+       }
+       R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+       if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                R_Mesh_ColorPointer(NULL, 0, 0);
-       }
-       else if (rsurface.uselightmaptexture)
-       {
-               R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
-               R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
-               R_Mesh_ColorPointer(NULL, 0, 0);
-       }
        else
-       {
-               R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-       }
-       R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
-       R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
-       R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
 
        if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
        {
@@ -5516,32 +5809,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                        R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
                        R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
                        R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
                }
+               GL_LockArrays(0, 0);
 
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(false);
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-               {
-                       R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-                       R_Mesh_ColorPointer(NULL, 0, 0);
-               }
-               else if (rsurface.uselightmaptexture)
-               {
-                       R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
-                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+               if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                        R_Mesh_ColorPointer(NULL, 0, 0);
-               }
                else
-               {
-                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                        R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-               }
-               R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
-               R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+               R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
+               R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
        }
 
        R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
@@ -5554,7 +5833,6 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
        R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
        R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
        R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
 
        if (r_glsl_permutation->loc_Texture_Refraction >= 0)
        {
@@ -5562,27 +5840,31 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                GL_DepthMask(true);
                GL_AlphaTest(false);
        }
+       else
+       {
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+       }
 
        if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
                if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
                else
-                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
        }
        else
        {
                if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
                else
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
-       if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
-       {
-       }
+       GL_LockArrays(0, 0);
 }
 
-static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        // OpenGL 1.3 path - anything not completely ancient
        int texturesurfaceindex;
@@ -5591,8 +5873,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface.mode != RSURFMODE_MULTIPASS)
-               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
 
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
@@ -5609,14 +5889,14 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                                qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
                }
-               GL_DepthMask(layer->depthmask);
+               GL_DepthMask(layer->depthmask && writedepth);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
-               if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
+               if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
                {
                        layertexrgbscale = 4;
                        VectorScale(layer->color, 0.25f, layercolor);
                }
-               else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+               else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
                {
                        layertexrgbscale = 2;
                        VectorScale(layer->color, 0.5f, layercolor);
@@ -5706,7 +5986,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        }
 }
 
-static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        // OpenGL 1.1 - crusty old voodoo path
        int texturesurfaceindex;
@@ -5714,8 +5994,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface.mode != RSURFMODE_MULTIPASS)
-               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
 
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
@@ -5730,7 +6008,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
                }
-               GL_DepthMask(layer->depthmask);
+               GL_DepthMask(layer->depthmask && writedepth);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
                R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
@@ -5837,120 +6115,17 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        }
 }
 
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
-               return;
-       rsurface.rtlight = NULL;
        CHECKGLERROR
-       if (depthonly)
-       {
-               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
-                       return;
-               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
-                       return;
-               if (rsurface.mode != RSURFMODE_MULTIPASS)
-                       rsurface.mode = RSURFMODE_MULTIPASS;
-               if (r_depthfirst.integer == 3)
-               {
-                       int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
-                       if (!r_view.showdebug)
-                               GL_Color(0, 0, 0, 1);
-                       else
-                               GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
-               }
-               else
-               {
-                       GL_ColorMask(0,0,0,0);
-                       GL_Color(1,1,1,1);
-               }
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-               GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       }
-       else if (r_depthfirst.integer == 3)
-               return;
-       else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
-       {
-               GL_Color(0, 0, 0, 1);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (r_showsurfaces.integer)
-       {
-               if (rsurface.mode != RSURFMODE_MULTIPASS)
-                       rsurface.mode = RSURFMODE_MULTIPASS;
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
-               GL_DepthTest(true);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(writedepth);
-               GL_Color(1,1,1,1);
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (gl_lightmaps.integer)
-       {
-               rmeshstate_t m;
-               if (rsurface.mode != RSURFMODE_MULTIPASS)
-                       rsurface.mode = RSURFMODE_MULTIPASS;
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_DepthTest(true);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(writedepth);
-               GL_Color(1,1,1,1);
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_texture_white);
-               m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
-               R_Mesh_TextureState(&m);
-               RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
-                       RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-               else if (rsurface.uselightmaptexture)
-                       RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-               else
-                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-       }
-       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
-               R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
-       else if (rsurface.texture->currentnumlayers)
-       {
-               // write depth for anything we skipped on the depth-only pass earlier
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-                       writedepth = true;
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
-               GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
-               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               if (r_glsl.integer && gl_support_fragment_shader)
-                       R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
-               else if (gl_combine.integer && r_textureunits.integer >= 2)
-                       R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
-               else
-                       R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
-       }
+       RSurf_SetupDepthAndCulling();
+       if (r_glsl.integer && gl_support_fragment_shader)
+               R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
+       else if (gl_combine.integer && r_textureunits.integer >= 2)
+               R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
+       else
+               R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
        CHECKGLERROR
-       GL_LockArrays(0, 0);
 }
 
 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -5964,7 +6139,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
        // to a model, knowing that they are meaningless otherwise
-       if (ent == r_refdef.worldentity)
+       if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
        else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
                RSurf_ActiveModelEntity(ent, false, false);
@@ -5991,16 +6166,74 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
                // render the range of surfaces
-               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
        }
+       GL_AlphaTest(false);
+}
 
-       RSurf_CleanUp();
+static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
+{
+       CHECKGLERROR
+       if (depthonly)
+       {
+               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+                       return;
+               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+                       return;
+               RSurf_SetupDepthAndCulling();
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (r_showsurfaces.integer)
+       {
+               RSurf_SetupDepthAndCulling();
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               if (!r_refdef.view.showdebug)
+               {
+                       GL_Color(0, 0, 0, 1);
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               }
+               else
+                       RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+               R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+       else if (!rsurface.texture->currentnumlayers)
+               return;
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
+       {
+               // transparent surfaces get pushed off into the transparent queue
+               int surfacelistindex;
+               const msurface_t *surface;
+               vec3_t tempcenter, center;
+               for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
+               {
+                       surface = texturesurfacelist[surfacelistindex];
+                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               }
+       }
+       else
+       {
+               // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+       }
+       CHECKGLERROR
 }
 
 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
 {
        int i, j;
-       vec3_t tempcenter, center;
        texture_t *texture;
        // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
        if (addwaterplanes)
@@ -6021,33 +6254,18 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf
                texture = surfacelist[i]->texture;
                rsurface.texture = texture->currentframe;
                rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
-               if (!(rsurface.texture->currentmaterialflags & flagsmask))
+               if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
                        for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
                                ;
                        continue;
                }
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-               {
-                       // transparent surfaces get pushed off into the transparent queue
-                       const msurface_t *surface = surfacelist[i];
-                       if (depthonly)
-                               continue;
-                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
-                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
-               }
-               else
-               {
-                       // simply scan ahead until we find a different texture or lightmap state
-                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
-                               ;
-                       // render the range of surfaces
-                       R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
-               }
+               // simply scan ahead until we find a different texture or lightmap state
+               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                       ;
+               // render the range of surfaces
+               R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
        }
 }
 
@@ -6089,11 +6307,12 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
 
        i = surfacelist[0];
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
                        surfacelist[0] < 0 ? 0.5f : 0.125f);
 
        if (VectorCompare(loc->mins, loc->maxs))
@@ -6140,6 +6359,7 @@ void R_DrawDebugModel(entity_render_t *ent)
 
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(false);
@@ -6153,7 +6373,7 @@ void R_DrawDebugModel(entity_render_t *ent)
                        if (brush->colbrushf && brush->colbrushf->numtriangles)
                        {
                                R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
                                R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
                        }
                }
@@ -6162,7 +6382,7 @@ void R_DrawDebugModel(entity_render_t *ent)
                        if (surface->num_collisiontriangles)
                        {
                                R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
                                R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
                        }
                }
@@ -6184,7 +6404,7 @@ void R_DrawDebugModel(entity_render_t *ent)
                }
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
-                       if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
+                       if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
                                continue;
                        rsurface.texture = surface->texture->currentframe;
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
@@ -6193,11 +6413,11 @@ void R_DrawDebugModel(entity_render_t *ent)
                                if (r_showtris.value > 0)
                                {
                                        if (!rsurface.texture->currentlayers->depthmask)
-                                               GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
-                                       else if (ent == r_refdef.worldentity)
-                                               GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
+                                               GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
+                                       else if (ent == r_refdef.scene.worldentity)
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
                                        else
-                                               GL_Color(0, r_view.colorscale, 0, r_showtris.value);
+                                               GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
                                        elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
                                        CHECKGLERROR
                                        qglBegin(GL_LINES);
@@ -6217,10 +6437,10 @@ void R_DrawDebugModel(entity_render_t *ent)
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.vertex3f + l * 3, v);
-                                               GL_Color(r_view.colorscale, 0, 0, 1);
+                                               GL_Color(r_refdef.view.colorscale, 0, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
-                                               GL_Color(r_view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
@@ -6229,10 +6449,10 @@ void R_DrawDebugModel(entity_render_t *ent)
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.vertex3f + l * 3, v);
-                                               GL_Color(0, r_view.colorscale, 0, 1);
+                                               GL_Color(0, r_refdef.view.colorscale, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
-                                               GL_Color(r_view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
@@ -6241,10 +6461,10 @@ void R_DrawDebugModel(entity_render_t *ent)
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.vertex3f + l * 3, v);
-                                               GL_Color(0, 0, r_view.colorscale, 1);
+                                               GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
-                                               GL_Color(r_view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
@@ -6262,7 +6482,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        int i, j, endj, f, flagsmask;
        msurface_t *surface;
        texture_t *t;
-       model_t *model = r_refdef.worldmodel;
+       model_t *model = r_refdef.scene.worldmodel;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
        msurface_t *surfacelist[1024];
@@ -6277,23 +6497,23 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                model_brush_lightstyleinfo_t *style;
                for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
                {
-                       if (style->value != r_refdef.lightstylevalue[style->style])
+                       if (style->value != r_refdef.scene.lightstylevalue[style->style])
                        {
                                msurface_t *surfaces = model->data_surfaces;
                                int *list = style->surfacelist;
-                               style->value = r_refdef.lightstylevalue[style->style];
+                               style->value = r_refdef.scene.lightstylevalue[style->style];
                                for (j = 0;j < style->numsurfaces;j++)
                                        surfaces[list[j]].cached_dlight = true;
                        }
                }
        }
 
-       R_UpdateAllTextureInfo(r_refdef.worldentity);
+       R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
        flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
 
        if (debug)
        {
-               R_DrawDebugModel(r_refdef.worldentity);
+               R_DrawDebugModel(r_refdef.scene.worldentity);
                return;
        }
 
@@ -6301,16 +6521,17 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
+       rsurface.rtlight = NULL;
        numsurfacelist = 0;
        j = model->firstmodelsurface;
        endj = j + model->nummodelsurfaces;
        while (j < endj)
        {
                // quickly skip over non-visible surfaces
-               for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
+               for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
                        ;
                // quickly iterate over visible surfaces
-               for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
+               for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
                {
                        // process this surface
                        surface = model->data_surfaces + j;
@@ -6319,14 +6540,14 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
                                if (surface->cached_dlight)
-                                       R_BuildLightMap(r_refdef.worldentity, surface);
+                                       R_BuildLightMap(r_refdef.scene.worldentity, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
                                r_refdef.stats.world_triangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
                                        r_refdef.stats.world_surfaces += numsurfacelist;
-                                       R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+                                       R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
                                        numsurfacelist = 0;
                                }
                        }
@@ -6334,8 +6555,8 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        }
        r_refdef.stats.world_surfaces += numsurfacelist;
        if (numsurfacelist)
-               R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
-       RSurf_CleanUp();
+               R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+       GL_AlphaTest(false);
 }
 
 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
@@ -6353,7 +6574,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
        // to a model, knowing that they are meaningless otherwise
-       if (ent == r_refdef.worldentity)
+       if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
        else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
                RSurf_ActiveModelEntity(ent, false, false);
@@ -6366,11 +6587,11 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                model_brush_lightstyleinfo_t *style;
                for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
                {
-                       if (style->value != r_refdef.lightstylevalue[style->style])
+                       if (style->value != r_refdef.scene.lightstylevalue[style->style])
                        {
                                msurface_t *surfaces = model->data_surfaces;
                                int *list = style->surfacelist;
-                               style->value = r_refdef.lightstylevalue[style->style];
+                               style->value = r_refdef.scene.lightstylevalue[style->style];
                                for (j = 0;j < style->numsurfaces;j++)
                                        surfaces[list[j]].cached_dlight = true;
                        }
@@ -6390,6 +6611,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
+       rsurface.rtlight = NULL;
        numsurfacelist = 0;
        surface = model->data_surfaces + model->firstmodelsurface;
        endsurface = surface + model->nummodelsurfaces;
@@ -6415,5 +6637,5 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        r_refdef.stats.entities_surfaces += numsurfacelist;
        if (numsurfacelist)
                R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
-       RSurf_CleanUp();
+       GL_AlphaTest(false);
 }