]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented and debugged BIH (Bounding Interval Hierarchy) code, more
[xonotic/darkplaces.git] / gl_rmain.c
index 637e2b1660331a3481b042757752b57de770757f..a3b5b241cb601e7abf563de941d0f0a9b4a62d34 100644 (file)
@@ -91,6 +91,8 @@ cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "
 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
+cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
+cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
 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", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
@@ -112,6 +114,12 @@ cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the re
 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
 
+cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
+cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
+
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
@@ -162,6 +170,9 @@ cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* s
 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
+cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
+cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 
 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
@@ -208,6 +219,18 @@ rtexture_t *r_texture_fogattenuation;
 rtexture_t *r_texture_gammaramps;
 unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
+rtexture_t *r_texture_reflectcube;
+
+// TODO: hash lookups?
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+int r_texture_numcubemaps;
+cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
 
 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
@@ -232,8 +255,6 @@ const float r_screenvertex3f[12] =
        0, 1, 0
 };
 
-extern void R_DrawModelShadows(void);
-
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
        int i;
@@ -474,7 +495,7 @@ static const char *builtinshaderstring =
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "#define USELIGHTMAP\n"
 "#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
@@ -801,6 +822,7 @@ static const char *builtinshaderstring =
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
 "      vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
@@ -851,7 +873,7 @@ static const char *builtinshaderstring =
 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
 "#endif\n"
 "\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
@@ -874,6 +896,10 @@ static const char *builtinshaderstring =
 "#endif\n"
 "uniform vec4 FogPlane;\n"
 "\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"varying vec3 ShadowMapTC;\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
@@ -885,18 +911,14 @@ static const char *builtinshaderstring =
 "\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
-"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_Gloss;\n"
-"//#endif\n"
 "#ifdef USEGLOW\n"
 "uniform sampler2D Texture_Glow;\n"
 "#endif\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "uniform sampler2D Texture_SecondaryNormal;\n"
 "uniform sampler2D Texture_SecondaryColor;\n"
-"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_SecondaryGloss;\n"
-"//#endif\n"
 "#ifdef USEGLOW\n"
 "uniform sampler2D Texture_SecondaryGlow;\n"
 "#endif\n"
@@ -998,6 +1020,9 @@ static const char *builtinshaderstring =
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
 "uniform sampler2D Texture_Attenuation;\n"
 "uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
 "#ifdef USESHADOWMAPRECT\n"
 "# ifdef USESHADOWSAMPLER\n"
@@ -1033,60 +1058,29 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
-"# ifndef USESHADOWMAPVSDCT\n"
+"# ifdef USESHADOWMAPORTHO\n"
+"#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
+"# else\n"
+"#  ifdef USESHADOWMAPVSDCT\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      vec2 tc;\n"
-"      vec2 offset;\n"
-"      float ma;\n"
-"      if (adir.x > adir.y)\n"
-"      {\n"
-"              if (adir.x > adir.z) // X\n"
-"              {\n"
-"                      ma = adir.x;\n"
-"                      tc = dir.zy;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"      else\n"
-"      {\n"
-"              if (adir.y > adir.z) // Y\n"
-"              {\n"
-"                      ma = adir.y;\n"
-"                      tc = dir.xz;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"\n"
-"      vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"      stc.xy += offset * ShadowMap_Parameters.y;\n"
-"      stc.z += ShadowMap_Parameters.z;\n"
-"      return stc;\n"
+"      vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+"      vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
-"# else\n"
+"#  else\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
-"      float ma = max(max(adir.x, adir.y), adir.z);\n"
-"      vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"      stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
-"      stc.z += ShadowMap_Parameters.z;\n"
-"      return stc;\n"
+"      float ma = adir.z;\n"
+"      vec4 proj = vec4(dir, 2.5);\n"
+"      if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
+"      if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
+"      vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
+"      return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
+"#  endif\n"
 "# endif\n"
 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "\n"
@@ -1138,7 +1132,11 @@ static const char *builtinshaderstring =
 "#    endif\n"
 "\n"
 "#  endif\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
 "      return f;\n"
+"#  endif\n"
 "}\n"
 "# endif\n"
 "\n"
@@ -1201,7 +1199,11 @@ static const char *builtinshaderstring =
 "      f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
 "#    endif\n"
 "#  endif\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
 "      return f;\n"
+"#  endif\n"
 "}\n"
 "# endif\n"
 "\n"
@@ -1219,7 +1221,7 @@ static const char *builtinshaderstring =
 "      return f;\n"
 "}\n"
 "# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
 "\n"
@@ -1278,11 +1280,13 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
+"      float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
 "#else\n"
 "      vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
+"      float a = texture2D(Texture_Gloss, TexCoord).a;\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
+"      gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
@@ -1336,10 +1340,10 @@ static const char *builtinshaderstring =
 "      // calculate directional shading\n"
 "      vec3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
 "#  else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
 "#  endif\n"
 "#endif\n"
 "\n"
@@ -1378,6 +1382,9 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "uniform mat4 ModelToLight;\n"
 "#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"uniform mat4 ShadowMapMatrix;\n"
+"#endif\n"
 "void main(void)\n"
 "{\n"
 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
@@ -1427,7 +1434,7 @@ static const char *builtinshaderstring =
 "      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
 "      VectorS = gl_MultiTexCoord1.xyz;\n"
 "      VectorT = gl_MultiTexCoord2.xyz;\n"
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
@@ -1436,6 +1443,10 @@ static const char *builtinshaderstring =
 "      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
 "      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"      ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
+"#endif\n"
+"\n"
 "#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#endif\n"
@@ -1465,6 +1476,11 @@ static const char *builtinshaderstring =
 "uniform vec4 ScreenCenterRefractReflect;\n"
 "uniform myhalf4 ReflectColor;\n"
 "#endif\n"
+"#ifdef USEREFLECTCUBE\n"
+"uniform mat4 ModelToReflectCube;\n"
+"uniform sampler2D Texture_ReflectMask;\n"
+"uniform samplerCube Texture_ReflectCube;\n"
+"#endif\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "uniform myhalf3 LightColor;\n"
 "#endif\n"
@@ -1509,12 +1525,19 @@ static const char *builtinshaderstring =
 "      myhalf3 diffusetex = color.rgb;\n"
 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"      myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
 "# else\n"
-"      myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
+"      myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USEREFLECTCUBE\n"
+"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
+"      diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
@@ -1526,12 +1549,12 @@ static const char *builtinshaderstring =
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
 "#ifdef USESPECULAR\n"
 "#ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
 "#else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
 "#endif\n"
-"      color.rgb += glosstex * (specular * Color_Specular);\n"
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
 "#endif\n"
 "#else\n"
 "      color.rgb = diffusetex * Color_Ambient;\n"
@@ -1605,12 +1628,12 @@ static const char *builtinshaderstring =
 "      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "#  ifdef USESPECULAR\n"
 "#   ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
 "#   else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
 "#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
 "#  else\n"
 "      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
 "#  endif\n"
@@ -1619,10 +1642,14 @@ static const char *builtinshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"      color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
+"#endif\n"
+"\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"      color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -1714,7 +1741,7 @@ const char *builtincgshaderstring =
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "#define USELIGHTMAP\n"
 "#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
@@ -2152,64 +2179,33 @@ const char *builtincgshaderstring =
 "}\n"
 "#endif // USEOFFSETMAPPING\n"
 "\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
-"# ifndef USESHADOWMAPVSDCT\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
+"# ifdef USESHADOWMAPORTHO\n"
+"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
+"# else\n"
+"#  ifdef USESHADOWMAPVSDCT\n"
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
 "{\n"
 "      float3 adir = abs(dir);\n"
-"      float2 tc;\n"
-"      float2 offset;\n"
-"      float ma;\n"
-"      if (adir.x > adir.y)\n"
-"      {\n"
-"              if (adir.x > adir.z) // X\n"
-"              {\n"
-"                      ma = adir.x;\n"
-"                      tc = dir.zy;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"      else\n"
-"      {\n"
-"              if (adir.y > adir.z) // Y\n"
-"              {\n"
-"                      ma = adir.y;\n"
-"                      tc = dir.xz;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"\n"
-"      float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"      stc.xy += offset * ShadowMap_Parameters.y;\n"
-"      stc.z += ShadowMap_Parameters.z;\n"
-"      return stc;\n"
+"      float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+"      float4 proj = texCUBEe(Texture_CubeProjection, dir);\n"
+"      return float3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
-"# else\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
+"#  else\n"
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
 "{\n"
 "      float3 adir = abs(dir);\n"
-"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-"      float ma = max(max(adir.x, adir.y), adir.z);\n"
-"      float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"      stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
-"      stc.z += ShadowMap_Parameters.z;\n"
-"      return stc;\n"
+"      float ma = adir.z;\n"
+"      float4 proj = float4(dir, 2.5);\n"
+"      if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
+"      if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
+"      float2 aparams = ShadowMap_Parameters.xy / ma;\n"
+"      return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
+"#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
 "\n"
 "#ifdef USESHADOWMAPCUBE\n"
 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
@@ -2267,7 +2263,11 @@ const char *builtincgshaderstring =
 "#    endif\n"
 "\n"
 "#  endif\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
 "      return f;\n"
+"#  endif\n"
 "}\n"
 "# endif\n"
 "\n"
@@ -2334,7 +2334,11 @@ const char *builtincgshaderstring =
 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
 "#    endif\n"
 "#  endif\n"
-"    return f;\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
+"      return f;\n"
+"#  endif\n"
 "}\n"
 "# endif\n"
 "\n"
@@ -2423,8 +2427,10 @@ const char *builtincgshaderstring =
 "#ifdef USEALPHAKILL\n"
 "uniform sampler2D Texture_Color,\n"
 "#endif\n"
+"uniform sampler2D Texture_Gloss,\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "uniform sampler2D Texture_SecondaryNormal,\n"
+"uniform sampler2D Texture_SecondaryGloss,\n"
 "#endif\n"
 "#ifdef USEOFFSETMAPPING\n"
 "uniform float OffsetMapping_Scale,\n"
@@ -2454,8 +2460,10 @@ const char *builtincgshaderstring =
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
+"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
 "#else\n"
 "      float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
+"      float a = tex2D(Texture_Gloss, TexCoord).a;\n"
 "#endif\n"
 "\n"
 "      gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
@@ -2562,10 +2570,10 @@ const char *builtincgshaderstring =
 "      // calculate directional shading\n"
 "      float3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
+"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
 "#  else\n"
 "      half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
-"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
 "#  endif\n"
 "#endif\n"
 "\n"
@@ -2642,6 +2650,9 @@ const char *builtincgshaderstring =
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
 "uniform float3 LightPosition,\n"
 "#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"uniform float4x4 ShadowMapMatrix,\n"
+"#endif\n"
 "\n"
 "out float4 gl_FrontColor : COLOR,\n"
 "out float4 TexCoordBoth : TEXCOORD0,\n"
@@ -2663,11 +2674,14 @@ const char *builtincgshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "out float3 CubeVector : TEXCOORD3,\n"
 "#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"out float3 ShadowMapTC : TEXCOORD8,\n"
+"#endif\n"
 "out float4 gl_Position : POSITION\n"
 ")\n"
 "{\n"
@@ -2727,6 +2741,10 @@ const char *builtincgshaderstring =
 "      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
 "\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"      ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
+"#endif\n"
+"\n"
 "#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#endif\n"
@@ -2765,11 +2783,14 @@ const char *builtincgshaderstring =
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
 "float4 ModelViewPosition : TEXCOORD0,\n"
 "#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"float3 ShadowMapTC : TEXCOORD8\n"
+"#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal,\n"
 "uniform sampler2D Texture_Color,\n"
@@ -2849,6 +2870,11 @@ const char *builtincgshaderstring =
 "uniform float4 ScreenCenterRefractReflect,\n"
 "uniform half4 ReflectColor,\n"
 "#endif\n"
+"#ifdef USEREFLECTCUBE\n"
+"uniform float4x4 ModelToReflectCube,\n"
+"uniform sampler2D Texture_ReflectMask,\n"
+"uniform samplerCUBE Texture_ReflectCube,\n"
+"#endif\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "uniform half3 LightColor,\n"
 "#endif\n"
@@ -2859,6 +2885,9 @@ const char *builtincgshaderstring =
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
 "uniform sampler2D Texture_Attenuation,\n"
 "uniform samplerCUBE Texture_Cube,\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
 "#ifdef USESHADOWMAPRECT\n"
 "# ifdef USESHADOWSAMPLER\n"
@@ -2892,7 +2921,7 @@ const char *builtincgshaderstring =
 "uniform float2 ShadowMap_TextureScale,\n"
 "uniform float4 ShadowMap_Parameters,\n"
 "#endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "\n"
 "out float4 gl_FragColor : COLOR\n"
 ")\n"
@@ -2937,12 +2966,19 @@ const char *builtincgshaderstring =
 "      half3 diffusetex = color.rgb;\n"
 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
+"      half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
 "# else\n"
-"      half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
+"      half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USEREFLECTCUBE\n"
+"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+"      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
@@ -2954,12 +2990,12 @@ const char *builtincgshaderstring =
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
 "#ifdef USESPECULAR\n"
 "#ifdef USEEXACTSPECULARMATH\n"
-"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
 "#else\n"
 "      half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
-"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
 "#endif\n"
-"      color.rgb += glosstex * (specular * Color_Specular);\n"
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
 "#endif\n"
 "#else\n"
 "      color.rgb = diffusetex * Color_Ambient;\n"
@@ -3048,12 +3084,12 @@ const char *builtincgshaderstring =
 "      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "#  ifdef USESPECULAR\n"
 "#   ifdef USEEXACTSPECULARMATH\n"
-"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
 "#   else\n"
 "      half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
-"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
 "#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
 "#  else\n"
 "      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
 "#  endif\n"
@@ -3062,10 +3098,21 @@ const char *builtincgshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWMAPORTHO\n"
+"      color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"      );\n"
+"#endif\n"
+"\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
+"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -3118,6 +3165,9 @@ const char *builtincgshaderstring =
 "#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
+char *glslshaderstring = NULL;
+char *cgshaderstring = NULL;
+
 //=======================================================================================================================================================
 
 typedef struct shaderpermutationinfo_s
@@ -3163,10 +3213,12 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
        SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
        SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
+       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+       SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+       SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
+       SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -3197,8 +3249,10 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
        {"#define USESHADOWSAMPLER\n", " shadowsampler"},
        {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+       {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
+       {"#define USEREFLECTCUBE\n", " reflectcube"},
 };
 
 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
@@ -3248,7 +3302,7 @@ shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
        {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
@@ -3305,6 +3359,8 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
+       int loc_Texture_ReflectMask;
+       int loc_Texture_ReflectCube;
        int loc_Alpha;
        int loc_BloomBlur_Parameters;
        int loc_ClientTime;
@@ -3354,6 +3410,8 @@ typedef struct r_glsl_permutation_s
        int loc_ModelViewProjectionMatrix;
        int loc_ModelViewMatrix;
        int loc_PixelToScreenTexCoord;
+       int loc_ModelToReflectCube;
+       int loc_ShadowMapMatrix;        
 }
 r_glsl_permutation_t;
 
@@ -3396,6 +3454,20 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
        char *shaderstring;
        if (!filename || !filename[0])
                return NULL;
+       if (!strcmp(filename, "glsl/default.glsl"))
+       {
+               if (!glslshaderstring)
+               {
+                       glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (glslshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               glslshaderstring = (char *)builtinshaderstring;
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
+               memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
+               return shaderstring;
+       }
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -3403,11 +3475,6 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
                        Con_DPrintf("from disk %s... ", filename);
                return shaderstring;
        }
-       else if (!strcmp(filename, "glsl/default.glsl"))
-       {
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
-               memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
-       }
        return shaderstring;
 }
 
@@ -3518,6 +3585,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
                p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
                p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
+               p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
+               p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
                p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
                p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
                p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
@@ -3567,6 +3636,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
                p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
                p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
+               p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
+               p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
                if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
@@ -3588,14 +3659,16 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
                if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
                if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
-               if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
+               if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
                if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
-               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
+               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
                if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
                if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
                if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
                if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
                if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
+               if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
+               if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
                CHECKGLERROR
                Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
        }
@@ -3652,6 +3725,7 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
        }
        if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
        if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
 }
 
 #ifdef SUPPORTCG
@@ -3679,6 +3753,7 @@ typedef struct r_cg_permutation_s
        CGparameter vp_BackgroundTexMatrix;
        CGparameter vp_ModelViewProjectionMatrix;
        CGparameter vp_ModelViewMatrix;
+       CGparameter vp_ShadowMapMatrix;
 
        CGparameter fp_Texture_First;
        CGparameter fp_Texture_Second;
@@ -3708,6 +3783,8 @@ typedef struct r_cg_permutation_s
        CGparameter fp_Texture_ScreenNormalMap;
        CGparameter fp_Texture_ScreenDiffuse;
        CGparameter fp_Texture_ScreenSpecular;
+       CGparameter fp_Texture_ReflectMask;
+       CGparameter fp_Texture_ReflectCube;
        CGparameter fp_Alpha;
        CGparameter fp_BloomBlur_Parameters;
        CGparameter fp_ClientTime;
@@ -3752,6 +3829,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_ViewTintColor;
        CGparameter fp_ViewToLight;
        CGparameter fp_PixelToScreenTexCoord;
+       CGparameter fp_ModelToReflectCube;
 }
 r_cg_permutation_t;
 
@@ -3794,6 +3872,20 @@ static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
        char *shaderstring;
        if (!filename || !filename[0])
                return NULL;
+       if (!strcmp(filename, "cg/default.cg"))
+       {
+               if (!cgshaderstring)
+               {
+                       cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (cgshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               cgshaderstring = (char *)builtincgshaderstring;
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
+               memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
+               return shaderstring;
+       }
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -3801,14 +3893,14 @@ static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
                        Con_DPrintf("from disk %s... ", filename);
                return shaderstring;
        }
-       else if (!strcmp(filename, "cg/default.cg"))
-       {
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
-               memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
-       }
        return shaderstring;
 }
 
+static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
+{
+       // TODO: load or create .fp and .vp shader files
+}
+
 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
 {
        int i;
@@ -3823,6 +3915,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        const char *geomstrings_list[32+3];
        const char *fragstrings_list[32+3];
        char permutationname[256];
+       char cachename[256];
        CGprofile vertexProfile;
        CGprofile fragmentProfile;
 
@@ -3833,11 +3926,13 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        p->fprogram = NULL;
 
        permutationname[0] = 0;
+       cachename[0] = 0;
        vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
        geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
        fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
 
        strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(cachename, "cg/", sizeof(cachename));
 
        // the first pretext is which type of shader to compile as
        // (later these will all be bound together as a program object)
@@ -3850,6 +3945,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        geomstrings_list[geomstrings_count++] = modeinfo->pretext;
        fragstrings_list[fragstrings_count++] = modeinfo->pretext;
        strlcat(permutationname, modeinfo->name, sizeof(permutationname));
+       strlcat(cachename, modeinfo->name, sizeof(cachename));
 
        // now add all the permutation pretexts
        for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
@@ -3860,6 +3956,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                        geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
                        fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
                        strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
+                       strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
                }
                else
                {
@@ -3870,6 +3967,11 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                }
        }
 
+       // replace spaces in the cachename with _ characters
+       for (i = 0;cachename[i];i++)
+               if (cachename[i] == ' ')
+                       cachename[i] = '_';
+
        // now append the shader text itself
        vertstrings_list[vertstrings_count++] = vertexstring;
        geomstrings_list[geomstrings_count++] = geometrystring;
@@ -3915,130 +4017,118 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
        CHECKGLERROR
 
-       // compile the vertex program
-       if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL)))
+       // try to load the cached shader, or generate one
+       R_CG_CacheShader(p, cachename, vertstring, fragstring);
+
+       // if caching failed, do a dynamic compile for now
+       CHECKCGERROR
+       if (vertstring[0] && !p->vprogram)
+               p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
+       CHECKCGERROR
+       if (fragstring[0] && !p->fprogram)
+               p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
+       CHECKCGERROR
+
+       // look up all the uniform variable names we care about, so we don't
+       // have to look them up every time we set them
+       if (p->vprogram)
        {
                CHECKCGERROR
-#if 0
-               cgCompileProgram(p->vprogram);CHECKCGERROR
-               if (!cgIsProgramCompiled(p->vprogram))
-               {
-                       CHECKCGERROR
-                       cgDestroyProgram(p->vprogram);CHECKCGERROR
-                       p->vprogram = 0;
-               }
-               else
-#endif
-               {
-                       cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(vertexProfile);CHECKCGERROR 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
-                       CHECKCGERROR
-                       p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
-                       p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
-                       p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
-                       p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
-                       p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
-                       p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
-                       p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
-                       p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
-                       p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
-                       CHECKCGERROR
-               }
+               cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
+               cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
+               p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
+               p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
+               p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
+               p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
+               p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
+               p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
+               p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
+               p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
+               p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
+               p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
+               CHECKCGERROR
        }
-
-       // compile the fragment program
-       if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL)))
+       if (p->fprogram)
        {
-#if 0
-               cgCompileProgram(p->fprogram);CHECKCGERROR
-               if (!cgIsProgramCompiled(p->fprogram))
-               {
-                       CHECKCGERROR
-                       cgDestroyProgram(p->fprogram);CHECKCGERROR
-                       p->fprogram = 0;
-               }
-               else
-#endif
-               {
-                       cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
-                       CHECKCGERROR
-                       p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
-                       p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
-                       p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
-                       p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
-                       p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
-                       p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
-                       p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
-                       p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
-                       p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
-                       p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
-                       p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
-                       p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
-                       p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
-                       p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
-                       p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
-                       p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
-                       p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
-                       p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
-                       p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
-                       p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
-                       p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
-                       p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
-                       p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
-                       p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
-                       p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
-                       p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
-                       p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
-                       p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
-                       p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
-                       p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
-                       p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
-                       p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
-                       p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
-                       p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
-                       p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
-                       p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
-                       p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
-                       p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
-                       p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
-                       p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
-                       p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
-                       p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
-                       p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
-                       p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
-                       p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
-                       p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
-                       p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
-                       p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
-                       p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
-                       p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
-                       p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
-                       p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
-                       p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
-                       p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
-                       p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
-                       p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
-                       p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
-                       p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
-                       p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
-                       p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
-                       p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
-                       p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
-                       p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
-                       p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
-                       p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
-                       p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
-                       p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
-                       p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
-                       p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
-                       p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
-                       p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
-                       p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
-                       CHECKCGERROR
-               }
+               CHECKCGERROR
+               cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
+               cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
+               p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
+               p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
+               p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
+               p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
+               p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
+               p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
+               p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
+               p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
+               p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
+               p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
+               p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
+               p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
+               p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
+               p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
+               p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
+               p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
+               p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
+               p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
+               p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
+               p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
+               p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
+               p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
+               p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
+               p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
+               p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
+               p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
+               p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
+               p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
+               p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
+               p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
+               p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
+               p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
+               p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
+               p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
+               p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
+               p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
+               p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
+               p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
+               p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
+               p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
+               p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
+               p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
+               p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
+               p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
+               p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
+               p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
+               p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
+               p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
+               p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
+               p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
+               p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
+               p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
+               p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
+               p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
+               p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
+               p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
+               p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
+               p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
+               p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
+               p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
+               p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
+               p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
+               p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
+               p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
+               p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
+               p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
+               p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
+               p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
+               p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
+               p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
+               p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
+               p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
+               p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
+               p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
+               p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
+               CHECKCGERROR
        }
 
        if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
@@ -4126,6 +4216,7 @@ void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
        CHECKCGERROR
        if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
        if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
+       if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
 }
 
 void CG_BindTexture(CGparameter param, rtexture_t *tex)
@@ -4138,6 +4229,12 @@ void CG_BindTexture(CGparameter param, rtexture_t *tex)
 void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
+       if (glslshaderstring && glslshaderstring != builtinshaderstring)
+               Mem_Free(glslshaderstring);
+       glslshaderstring = NULL;
+       if (cgshaderstring && cgshaderstring != builtincgshaderstring)
+               Mem_Free(cgshaderstring);
+       cgshaderstring = NULL;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -4310,6 +4407,7 @@ extern rtexture_t *r_shadow_attenuation3dtexture;
 extern qboolean r_shadow_usingshadowmaprect;
 extern qboolean r_shadow_usingshadowmapcube;
 extern qboolean r_shadow_usingshadowmap2d;
+extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
@@ -4319,6 +4417,7 @@ extern rtexture_t *r_shadow_shadowmaprectangletexture;
 extern rtexture_t *r_shadow_shadowmap2dtexture;
 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
+extern matrix4x4_t r_shadow_shadowmapmatrix;
 extern int r_shadow_shadowmaplod; // changes for each light based on distance
 extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
@@ -4425,6 +4524,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        else if (r_shadow_shadowmappcf)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                }
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4465,8 +4566,25 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+               {
+                       permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+                       if (r_shadow_shadowmapsampler)
+                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+                       if (r_shadow_shadowmappcf > 1)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+                       else if (r_shadow_shadowmappcf)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4513,10 +4631,27 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+               {
+                       permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+                       if (r_shadow_shadowmapsampler)
+                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+                       if (r_shadow_shadowmappcf > 1)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+                       else if (r_shadow_shadowmappcf)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4553,10 +4688,27 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+               {
+                       permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+                       if (r_shadow_shadowmapsampler)
+                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+                       if (r_shadow_shadowmappcf > 1)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+                       else if (r_shadow_shadowmappcf)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -4592,10 +4744,27 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+               {
+                       permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+                       if (r_shadow_shadowmapsampler)
+                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+                       if (r_shadow_shadowmappcf > 1)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+                       else if (r_shadow_shadowmappcf)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (rsurface.texture->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
                if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
@@ -4670,6 +4839,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
        case RENDERPATH_GL20:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
+               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
                        if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
@@ -4682,8 +4852,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
                                qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-                       if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-                       if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                        if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
                }
                else
@@ -4729,6 +4897,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
                if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
                if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
                if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
                if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
@@ -4767,6 +4939,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
                if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
                if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
+               if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
+               if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
                if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
                if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
                if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
@@ -4777,20 +4951,24 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
-               if (rsurface.rtlight)
+               if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
-                       if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
-                       if (r_shadow_usingshadowmapcube)
-                               if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
-                       if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
+                       if (rsurface.rtlight)
+                       {
+                               if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                               if (r_shadow_usingshadowmapcube)
+                                       if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
+                               if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                       }
                }
                CHECKGLERROR
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
                R_SetupShader_SetPermutationCG(mode, permutation);
+               if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
                        if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
@@ -4805,6 +4983,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
                if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
+               if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
                if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
                if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
                CHECKGLERROR
@@ -4819,8 +4998,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 
                        // additive passes are only darkened by fog, not tinted
                        if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
-                       if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
                        if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
                }
                else
@@ -4865,6 +5042,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
                        if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
                }
+               if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
+               if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
                if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
                if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
                if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
@@ -4905,6 +5084,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
                if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
@@ -4915,14 +5096,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
-               if (rsurface.rtlight)
+               if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
-                       if (r_shadow_usingshadowmapcube)
-                               if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
                        if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
+                       if (rsurface.rtlight)
+                       {
+                               if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
+                               if (r_shadow_usingshadowmapcube)
+                                       if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
+                               if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
+                       }
                }
 
                CHECKGLERROR
@@ -5092,6 +5276,7 @@ void R_SkinFrame_Purge(void)
                                R_PurgeTexture(s->gloss );s->gloss  = NULL;
                                R_PurgeTexture(s->glow  );s->glow   = NULL;
                                R_PurgeTexture(s->fog   );s->fog    = NULL;
+                               R_PurgeTexture(s->reflect);s->reflect = NULL;
                                s->loadsequence = 0;
                        }
                }
@@ -5228,7 +5413,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // check for DDS texture file first
        if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
        {
-               basepixels = loadimagepixelsbgra(name, complain, true);
+               basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
                if (basepixels == NULL)
                        return NULL;
        }
@@ -5248,6 +5433,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        if (ddsbase)
@@ -5306,18 +5492,19 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
                skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
                skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
        if (r_loadnormalmap && skinframe->nmap == NULL)
        {
-               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
+               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
                {
                        skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
-               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
@@ -5338,7 +5525,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 
        // _luma is supported only for tenebrae compatibility
        // _glow is the preferred name
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
        {
                skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
@@ -5346,7 +5533,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                Mem_Free(pixels);pixels = NULL;
        }
 
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
        {
                skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
@@ -5355,7 +5542,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                pixels = NULL;
        }
 
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
        {
                skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
@@ -5364,7 +5551,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                pixels = NULL;
        }
 
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
        {
                skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
@@ -5373,6 +5560,15 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                pixels = NULL;
        }
 
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       {
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
+                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
+               Mem_Free(pixels);
+               pixels = NULL;
+       }
+
        if (basepixels)
                Mem_Free(basepixels);
 
@@ -5403,6 +5599,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -5471,6 +5668,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -5591,6 +5789,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
@@ -5638,6 +5837,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->reflect = NULL;
        skinframe->hasalpha = false;
 
        skinframe->avgcolor[0] = rand() / RAND_MAX;
@@ -5648,6 +5848,136 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        return skinframe;
 }
 
+//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
+typedef struct suffixinfo_s
+{
+       char *suffix;
+       qboolean flipx, flipy, flipdiagonal;
+}
+suffixinfo_t;
+static suffixinfo_t suffix[3][6] =
+{
+       {
+               {"px",   false, false, false},
+               {"nx",   false, false, false},
+               {"py",   false, false, false},
+               {"ny",   false, false, false},
+               {"pz",   false, false, false},
+               {"nz",   false, false, false}
+       },
+       {
+               {"posx", false, false, false},
+               {"negx", false, false, false},
+               {"posy", false, false, false},
+               {"negy", false, false, false},
+               {"posz", false, false, false},
+               {"negz", false, false, false}
+       },
+       {
+               {"rt",    true, false,  true},
+               {"lf",   false,  true,  true},
+               {"ft",    true,  true, false},
+               {"bk",   false, false, false},
+               {"up",    true, false,  true},
+               {"dn",    true, false,  true}
+       }
+};
+
+static int componentorder[4] = {0, 1, 2, 3};
+
+rtexture_t *R_LoadCubemap(const char *basename)
+{
+       int i, j, cubemapsize;
+       unsigned char *cubemappixels, *image_buffer;
+       rtexture_t *cubemaptexture;
+       char name[256];
+       // must start 0 so the first loadimagepixels has no requested width/height
+       cubemapsize = 0;
+       cubemappixels = NULL;
+       cubemaptexture = NULL;
+       // keep trying different suffix groups (posx, px, rt) until one loads
+       for (j = 0;j < 3 && !cubemappixels;j++)
+       {
+               // load the 6 images in the suffix group
+               for (i = 0;i < 6;i++)
+               {
+                       // generate an image name based on the base and and suffix
+                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       // load it
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
+                       {
+                               // an image loaded, make sure width and height are equal
+                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
+                               {
+                                       // if this is the first image to load successfully, allocate the cubemap memory
+                                       if (!cubemappixels && image_width >= 1)
+                                       {
+                                               cubemapsize = image_width;
+                                               // note this clears to black, so unavailable sides are black
+                                               cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                       }
+                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
+                                       if (cubemappixels)
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                               }
+                               else
+                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               // free the image
+                               Mem_Free(image_buffer);
+                       }
+               }
+       }
+       // if a cubemap loaded, upload it
+       if (cubemappixels)
+       {
+               if (developer_loading.integer)
+                       Con_Printf("loading cubemap \"%s\"\n", basename);
+
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
+               Mem_Free(cubemappixels);
+       }
+       else
+       {
+               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
+               if (developer_loading.integer)
+               {
+                       Con_Printf("(tried tried images ");
+                       for (j = 0;j < 3;j++)
+                               for (i = 0;i < 6;i++)
+                                       Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
+                       Con_Print(" and was unable to find any of them).\n");
+               }
+       }
+       return cubemaptexture;
+}
+
+rtexture_t *R_GetCubemap(const char *basename)
+{
+       int i;
+       for (i = 0;i < r_texture_numcubemaps;i++)
+               if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
+                       return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
+       if (i >= MAX_CUBEMAPS)
+               return r_texture_whitecube;
+       r_texture_numcubemaps++;
+       strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
+       r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
+       return r_texture_cubemaps[i].texture;
+}
+
+void R_FreeCubemaps(void)
+{
+       int i;
+       for (i = 0;i < r_texture_numcubemaps;i++)
+       {
+               if (developer_loading.integer)
+                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
+               if (r_texture_cubemaps[i].texture)
+                       R_FreeTexture(r_texture_cubemaps[i].texture);
+       }
+       r_texture_numcubemaps = 0;
+}
+
 void R_Main_FreeViewCache(void)
 {
        if (r_refdef.viewcache.entityvisible)
@@ -5711,6 +6041,7 @@ void gl_main_start(void)
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
        r_texture_gammaramps = NULL;
+       r_texture_numcubemaps = 0;
 
        r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
        r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
@@ -5774,9 +6105,11 @@ void gl_main_start(void)
        memset(&r_waterstate, 0, sizeof(r_waterstate));
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
+       glslshaderstring = NULL;
 #ifdef SUPPORTCG
        memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
        Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
+       cgshaderstring = NULL;
 #endif
        memset(&r_svbsp, 0, sizeof (r_svbsp));
 
@@ -5817,6 +6150,7 @@ void gl_main_shutdown(void)
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
        r_texture_gammaramps = NULL;
+       r_texture_numcubemaps = 0;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
@@ -5919,6 +6253,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows_castfrombmodels);
        Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_shadows_throwdirection);
+       Cvar_RegisterVariable(&r_shadows_focus);
+       Cvar_RegisterVariable(&r_shadows_shadowmapscale);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
@@ -5929,6 +6265,11 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_transparentdepthmasking);
        Cvar_RegisterVariable(&r_texture_dds_load);
        Cvar_RegisterVariable(&r_texture_dds_save);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
+       Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
        Cvar_RegisterVariable(&r_glsl);
@@ -5976,6 +6317,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_track_sprites_flags);
        Cvar_RegisterVariable(&r_track_sprites_scalew);
        Cvar_RegisterVariable(&r_track_sprites_scaleh);
+       Cvar_RegisterVariable(&r_overheadsprites_perspective);
+       Cvar_RegisterVariable(&r_overheadsprites_pushback);
 }
 
 extern void R_Textures_Init(void);
@@ -6307,11 +6650,6 @@ void R_AnimCache_CacheVisibleEntities(void)
        for (i = 0;i < r_refdef.scene.numentities;i++)
                if (r_refdef.viewcache.entityvisible[i])
                        R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
-
-       if (r_shadows.integer)
-               for (i = 0;i < r_refdef.scene.numentities;i++)
-                       if (!r_refdef.viewcache.entityvisible[i])
-                               R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
 }
 
 //==================================================================================
@@ -6322,13 +6660,14 @@ static void R_View_UpdateEntityLighting (void)
        entity_render_t *ent;
        vec3_t tempdiffusenormal, avg;
        vec_t f, fa, fd, fdd;
+       qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                ent = r_refdef.scene.entities[i];
 
                // skip unseen models
-               if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
+               if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
                        continue;
 
                // skip bsp models
@@ -6424,6 +6763,10 @@ static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t en
        boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
        boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
 
+       // return true if eye is inside enlarged box
+       if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
+               return true;
+
        // try center
        VectorCopy(eye, start);
        VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
@@ -6449,7 +6792,12 @@ static void R_View_UpdateEntityVisible (void)
        int samples;
        entity_render_t *ent;
 
-       renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
+       renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+               : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+               : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
+               :                                                          RENDER_EXTERIORMODEL;
+       if (!r_drawviewmodel.integer)
+               renderimask |= RENDER_VIEWMODEL;
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
@@ -7071,6 +7419,7 @@ static void R_Water_ProcessPlanes(void)
                // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
+                       r_waterstate.renderingrefraction = true;
                        r_refdef.view = myview;
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
@@ -7083,6 +7432,7 @@ static void R_Water_ProcessPlanes(void)
                        R_RenderScene();
 
                        R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_waterstate.renderingrefraction = false;
                }
 
        }
@@ -7519,7 +7869,6 @@ static void R_BlendView(void)
                        if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
                        if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
                        if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
                        if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
                        if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
                        if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
@@ -7535,7 +7884,6 @@ static void R_BlendView(void)
                        if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
                        if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
                        if (r_cg_permutation->fp_ViewTintColor     ) cgGLSetParameter4f(     r_cg_permutation->fp_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
                        if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
                        if (r_cg_permutation->fp_UserVec1          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
                        if (r_cg_permutation->fp_UserVec2          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
@@ -7770,6 +8118,7 @@ void R_RenderView(void)
 {
        if (r_timereport_active)
                R_TimeReport("start");
+       r_textureframe++; // used only by R_GetCurrentTexture
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 
        if (!r_drawentities.integer)
@@ -7829,7 +8178,11 @@ void R_RenderView(void)
 
        // this produces a bloom texture to be used in R_BlendView() later
        if (r_hdr.integer && r_bloomstate.bloomwidth)
+       {
                R_HDR_RenderBloomTexture();
+               // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
+               r_textureframe++; // used only by R_GetCurrentTexture
+       }
 
        r_refdef.view.showdebug = true;
 
@@ -7885,12 +8238,15 @@ extern cvar_t cl_locs_show;
 static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
 static void R_DrawModelDecals(void);
+extern void R_DrawModelShadows(void);
+extern void R_DrawModelShadowMaps(void);
 extern cvar_t cl_decals_newsystem;
 extern qboolean r_shadow_usingdeferredprepass;
 void R_RenderScene(void)
 {
+       qboolean shadowmapping = false;
+
        r_refdef.stats.renders++;
-       r_textureframe++; // used only by R_GetCurrentTexture
 
        R_UpdateFogColor();
 
@@ -7936,9 +8292,14 @@ void R_RenderScene(void)
                R_TimeReport("animation");
 
        R_Shadow_PrepareLights();
+       if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
+               R_Shadow_PrepareModelShadows();
        if (r_timereport_active)
                R_TimeReport("preparelights");
 
+       if (R_Shadow_ShadowMappingEnabled())
+               shadowmapping = true;
+
        if (r_shadow_usingdeferredprepass)
                R_Shadow_DrawPrepass();
 
@@ -7955,6 +8316,15 @@ void R_RenderScene(void)
                        R_TimeReport("modeldepth");
        }
 
+       if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
+       {
+               R_DrawModelShadowMaps();
+               R_ResetViewRendering3D();
+               // don't let sound skip if going slow
+               if (r_refdef.scene.extraupdate)
+                       S_ExtraUpdate ();
+       }
+
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
        {
                r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
@@ -7974,7 +8344,7 @@ void R_RenderScene(void)
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+       if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadows();
                R_ResetViewRendering3D();
@@ -7994,7 +8364,7 @@ void R_RenderScene(void)
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+       if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadows();
                R_ResetViewRendering3D();
@@ -8584,7 +8954,7 @@ void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
                f = FS_LoadFile(name, tempmempool, true, &filesize);
                if (f)
                {
-                       if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
+                       if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
                                skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
                        Mem_Free(f);
                }
@@ -8722,6 +9092,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        t->glosstexture = r_texture_black;
        t->glowtexture = t->currentskinframe->glow;
        t->fogtexture = t->currentskinframe->fog;
+       t->reflectmasktexture = t->currentskinframe->reflect;
        if (t->backgroundnumskinframes)
        {
                t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
@@ -8775,6 +9146,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->glosstexture = r_texture_black;
                t->glowtexture = NULL;
                t->fogtexture = NULL;
+               t->reflectmasktexture = NULL;
                t->backgroundbasetexture = NULL;
                t->backgroundnmaptexture = r_texture_blanknormalmap;
                t->backgroundglosstexture = r_texture_black;
@@ -10317,12 +10689,14 @@ extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+               return;
        RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
        if (prepass)
        {
                // render screenspace normalmap to texture
                GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
        else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
@@ -10332,14 +10706,17 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
                RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
                GL_DepthMask(false);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
-               RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
+               else
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
                // render surface normally
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
                else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
@@ -10398,7 +10775,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
                        // single-pass lightmapped texture with 2x rgbscale
-                       //R_Mesh_TexBind(0, r_texture_white);
+                       R_Mesh_TexBind(0, r_texture_white);
                        R_Mesh_TexMatrix(0, NULL);
                        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                        R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
@@ -10503,7 +10880,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                        {
                                // two-pass lit texture with 2x rgbscale
                                // first the lightmap pass
-                               //R_Mesh_TexBind(0, r_texture_white);
+                               R_Mesh_TexBind(0, r_texture_white);
                                R_Mesh_TexMatrix(0, NULL);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                                R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
@@ -10697,7 +11074,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3 && !prepass)
+       if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
        {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
@@ -10722,7 +11099,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3 && !prepass)
+       if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
        {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
@@ -11153,7 +11530,6 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        tridecal_t *decal;
        tridecal_t *decals;
        int i;
-       int maxdecals;
 
        // expand or initialize the system
        if (decalsystem->maxdecals <= decalsystem->numdecals)
@@ -11180,7 +11556,6 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        }
 
        // grab a decal and search for another free slot for the next one
-       maxdecals = decalsystem->maxdecals;
        decals = decalsystem->decals;
        decal = decalsystem->decals + (i = decalsystem->freedecal++);
        for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
@@ -11237,13 +11612,11 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        const msurface_t *surfaces;
        const int *surfacelist;
        const texture_t *texture;
-       int numvertices;
        int numtriangles;
        int numsurfacelist;
        int surfacelistindex;
        int surfaceindex;
        int triangleindex;
-       int decalsurfaceindex;
        int cornerindex;
        int index;
        int numpoints;
@@ -11253,7 +11626,6 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        float localmins[3];
        float localmaxs[3];
        float localsize;
-       float ilocalsize;
        float v[9][3];
        float tc[9][2];
        float c[9][4];
@@ -11289,7 +11661,6 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
        VectorNormalize(localnormal);
        localsize = worldsize*rsurface.inversematrixscale;
-       ilocalsize = 1.0f / localsize;
        localmins[0] = localorigin[0] - localsize;
        localmins[1] = localorigin[1] - localsize;
        localmins[2] = localorigin[2] - localsize;
@@ -11350,16 +11721,15 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        {
                surfaceindex = surfacelist[surfacelistindex];
                surface = surfaces + surfaceindex;
+               // check cull box first because it rejects more than any other check
+               if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
+                       continue;
                // skip transparent surfaces
                texture = surface->texture;
                if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                        continue;
                if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
                        continue;
-               if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
-                       continue;
-               decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
-               numvertices = surface->num_vertices;
                numtriangles = surface->num_triangles;
                for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
                {
@@ -11469,7 +11839,6 @@ typedef struct r_decalsystem_splatqueue_s
 r_decalsystem_splatqueue_t;
 
 int r_decalsystem_numqueued = 0;
-#define MAX_DECALSYSTEM_QUEUE 1024
 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
 
 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
@@ -11575,7 +11944,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        decalsystem_t *decalsystem = &ent->decalsystem;
        int numdecals;
        tridecal_t *decal;
-       float fadedelay;
        float faderate;
        float alpha;
        float *v3f;
@@ -11609,7 +11977,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        decalsystem->lastupdatetime = cl.time;
        decal = decalsystem->decals;
 
-       fadedelay = cl_decals_time.value;
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
 
        // update vertex positions for animated models
@@ -11668,6 +12035,16 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                        VectorCopy(decal->vertex3f[2], v3f + 6);
                }
 
+               if (r_refdef.fogenabled)
+               {
+                       alpha = RSurf_FogVertex(v3f);
+                       VectorScale(c4f, alpha, c4f);
+                       alpha = RSurf_FogVertex(v3f + 3);
+                       VectorScale(c4f + 4, alpha, c4f + 4);
+                       alpha = RSurf_FogVertex(v3f + 6);
+                       VectorScale(c4f + 8, alpha, c4f + 8);
+               }
+
                v3f += 9;
                c4f += 12;
                t2f += 6;
@@ -11678,25 +12055,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        {
                r_refdef.stats.drawndecals += numtris;
 
-               if (r_refdef.fogenabled)
-               {
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL11:
-                               for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
-                               {
-                                       alpha = RSurf_FogVertex(v3f);
-                                       c4f[0] *= alpha;
-                                       c4f[1] *= alpha;
-                                       c4f[2] *= alpha;
-                               }
-                               break;
-                       }
-               }
-
                // now render the decals all at once
                // (this assumes they all use one particle font texture!)
                RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
@@ -11751,12 +12109,11 @@ static void R_DrawModelDecals(void)
        }
 }
 
+extern cvar_t mod_collision_bih;
 void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
-       const int *elements;
-       q3mbrush_t *brush;
        const msurface_t *surface;
        dp_model_t *model = ent->model;
        vec3_t v;
@@ -11771,25 +12128,45 @@ void R_DrawDebugModel(void)
        GL_DepthMask(false);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-       if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
+       if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs && mod_collision_bih.integer)
        {
+               int triangleindex;
+               int bihleafindex;
+               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               const q3mbrush_t *brush;
+               const bih_t *bih = &model->collision_bih;
+               const bih_leaf_t *bihleaf;
+               float vertex3f[3][3];
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-               {
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                       {
-                               R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
-                               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, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
-                       }
-               }
-               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+               cullbox = false;
+               for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
-                       if (surface->num_collisiontriangles)
+                       if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
+                               continue;
+                       switch (bihleaf->type)
                        {
-                               R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
-                               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, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
+                       case BIH_LEAF:
+                               // brush
+                               brush = model->brush.data_brushes + bihleaf->itemindex;
+                               if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               {
+                                       R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
+                                       GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                                       R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
+                               }
+                               break;
+                       case BIH_LEAF + 1:
+                               // triangle
+                               triangleindex = bihleaf->itemindex;
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
+                               R_Mesh_VertexPointer(vertex3f[0], 0, 0);
+                               GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
+                               break;
+                       default:
+                               break;
                        }
                }
        }
@@ -11824,7 +12201,6 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
                                        else
                                                GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
-                                       elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
                                        R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
                                        R_Mesh_ColorPointer(NULL, 0, 0);
                                        R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
@@ -11899,8 +12275,7 @@ int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
 {
-       int i, j, endj, f, flagsmask;
-       texture_t *t;
+       int i, j, endj, flagsmask;
        dp_model_t *model = r_refdef.scene.worldmodel;
        msurface_t *surfaces;
        unsigned char *update;
@@ -11946,8 +12321,6 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                return;
        }
 
-       f = 0;
-       t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
@@ -11996,8 +12369,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
 
 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
 {
-       int i, j, endj, f, flagsmask;
-       texture_t *t;
+       int i, j, endj, flagsmask;
        dp_model_t *model = ent->model;
        msurface_t *surfaces;
        unsigned char *update;
@@ -12023,7 +12395,19 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        else if (prepass)
                RSurf_ActiveModelEntity(ent, true, true, true);
        else if (depthonly)
-               RSurf_ActiveModelEntity(ent, false, false, false);
+       {
+               switch (vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
+                       break;
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+                       RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
+                       break;
+               }
+       }
        else
        {
                switch (vid.renderpath)
@@ -12067,8 +12451,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                return;
        }
 
-       f = 0;
-       t = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;