]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
attempt to fix white flicker when r_water is toggled
[xonotic/darkplaces.git] / gl_rmain.c
index 68045ed108b4a964e30b02ca7fdfaffc984eac47..aab6fd6bdae9e736ebca7946ca3ec6ac7cec938a 100644 (file)
@@ -162,6 +162,9 @@ 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)"};
@@ -840,10 +843,7 @@ static const char *builtinshaderstring =
 "varying vec3 CubeVector;\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying vec3 LightVector;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
+"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
 "varying vec3 LightVector;\n"
 "#endif\n"
 "\n"
@@ -922,12 +922,12 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2DRect Texture_ScreenDepth;\n"
-"uniform sampler2DRect Texture_ScreenNormalMap;\n"
+"uniform sampler2D Texture_ScreenDepth;\n"
+"uniform sampler2D Texture_ScreenNormalMap;\n"
 "#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler2DRect Texture_ScreenDiffuse;\n"
-"uniform sampler2DRect Texture_ScreenSpecular;\n"
+"uniform sampler2D Texture_ScreenDiffuse;\n"
+"uniform sampler2D Texture_ScreenSpecular;\n"
 "#endif\n"
 "\n"
 "uniform myhalf3 Color_Pants;\n"
@@ -1163,9 +1163,9 @@ static const char *builtinshaderstring =
 "#    ifdef USESHADOWMAPPCF\n"
 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
 "#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
 "#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
 "      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
 "      center *= ShadowMap_TextureScale;\n"
@@ -1313,14 +1313,16 @@ static const char *builtinshaderstring =
 "uniform myhalf3 DeferredColor_Specular;\n"
 "uniform myhalf SpecularPower;\n"
 "#endif\n"
+"uniform myhalf2 PixelToScreenTexCoord;\n"
 "void main(void)\n"
 "{\n"
 "      // calculate viewspace pixel position\n"
+"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      vec3 position;\n"
-"      position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
+"      position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
 "      // decode viewspace pixel normal\n"
-"      myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
+"      myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
 "      myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
 "      // surfacenormal = pixel normal in viewspace\n"
 "      // LightVector = pixel to light in viewspace\n"
@@ -1448,6 +1450,7 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef FRAGMENT_SHADER\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform myhalf2 PixelToScreenTexCoord;\n"
 "uniform myhalf3 DeferredMod_Diffuse;\n"
 "uniform myhalf3 DeferredMod_Specular;\n"
 "#endif\n"
@@ -1520,6 +1523,7 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // light source\n"
+"#ifdef USEDIFFUSE\n"
 "      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
 "      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
@@ -1532,6 +1536,9 @@ static const char *builtinshaderstring =
 "#endif\n"
 "      color.rgb += glosstex * (specular * Color_Specular);\n"
 "#endif\n"
+"#else\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
+"#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
@@ -1616,8 +1623,9 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"      color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\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"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -1814,7 +1822,7 @@ const char *builtincgshaderstring =
 "      gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
 "#endif\n"
 "#ifdef USEVIEWTINT\n"
-"      gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
+"      gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
 "#endif\n"
 "\n"
 "#ifdef USEPOSTPROCESSING\n"
@@ -1832,7 +1840,7 @@ const char *builtincgshaderstring =
 "      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
 "      float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
 "      //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
-"      gl_FragColor.rgb = mix(float3(y), gl_FragColor.rgb, Saturation);\n"
+"      gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
@@ -1903,7 +1911,7 @@ const char *builtincgshaderstring =
 "      gl_FragColor += tex2;\n"
 "# endif\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
+"      gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
 "# endif\n"
 "#endif\n"
 "}\n"
@@ -1959,7 +1967,7 @@ const char *builtincgshaderstring =
 "float4 gl_Vertex : POSITION,\n"
 "uniform float4x4 ModelViewProjectionMatrix,\n"
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform mat4 TexMatrix,\n"
+"uniform float4x4 TexMatrix,\n"
 "uniform float3 EyePosition,\n"
 "out float4 gl_Position : POSITION,\n"
 "out float2 TexCoord : TEXCOORD0,\n"
@@ -2002,7 +2010,7 @@ const char *builtincgshaderstring =
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
+"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
 "      gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
 "}\n"
 "#endif\n"
@@ -2019,7 +2027,7 @@ const char *builtincgshaderstring =
 "float4 gl_Vertex : POSITION,\n"
 "uniform float4x4 ModelViewProjectionMatrix,\n"
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform mat4 TexMatrix,\n"
+"uniform float4x4 TexMatrix,\n"
 "uniform float3 EyePosition,\n"
 "out float4 gl_Position : POSITION,\n"
 "out float2 TexCoord : TEXCOORD0,\n"
@@ -2069,14 +2077,14 @@ const char *builtincgshaderstring =
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
+"      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
 "      f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
+"      ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-"      gl_FragColor = mix(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"      gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_WATER\n"
@@ -2162,13 +2170,13 @@ const char *builtincgshaderstring =
 "              {\n"
 "                      ma = adir.x;\n"
 "                      tc = dir.zy;\n"
-"                      offset = float2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\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(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
+"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
 "              }\n"
 "      }\n"
 "      else\n"
@@ -2177,13 +2185,13 @@ const char *builtincgshaderstring =
 "              {\n"
 "                      ma = adir.y;\n"
 "                      tc = dir.xz;\n"
-"                      offset = float2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\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(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
+"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
 "              }\n"
 "      }\n"
 "\n"
@@ -2198,7 +2206,7 @@ const char *builtincgshaderstring =
 "      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(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\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"
@@ -2241,21 +2249,21 @@ const char *builtincgshaderstring =
 "#    ifdef USESHADOWMAPPCF\n"
 "#      if USESHADOWMAPPCF > 1\n"
 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
-"    float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"    float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"    f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
 "#      else\n"
 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
-"    float2 offset = fract(shadowmaptc.xy);\n"
+"    float2 offset = frac(shadowmaptc.xy);\n"
 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"    float3 cols = row2 + mix(row1, row3, offset.y);\n"
-"    f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
+"    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+"    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
 "#      endif\n"
 "#    else\n"
 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
@@ -2296,37 +2304,33 @@ const char *builtincgshaderstring =
 "#      else\n"
 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"    float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
 "    center *= ShadowMap_TextureScale;\n"
 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-"                mix(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-"    f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
+"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
 "#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, ifloat2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) tex2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
+"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
 "#      if USESHADOWMAPPCF > 1\n"
-"    float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
 "    center *= ShadowMap_TextureScale;\n"
 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"    float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"    f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
 "#      else\n"
-"    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
+"    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"    float3 cols = row2 + mix(row1, row3, offset.y);\n"
-"    f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
+"    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+"    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
 "#      endif\n"
 "#     endif\n"
 "#    else\n"
@@ -2370,14 +2374,20 @@ const char *builtincgshaderstring =
 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform mat4 TexMatrix,\n"
+"uniform float4x4 TexMatrix,\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix,\n"
+"uniform float4x4 BackgroundTexMatrix,\n"
+"#endif\n"
+"uniform float4x4 ModelViewMatrix,\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float3 EyePosition,\n"
 "#endif\n"
-"uniform mat4 ModelViewMatrix,\n"
 "out float4 gl_Position : POSITION,\n"
 "out float4 gl_FrontColor : COLOR,\n"
 "out float4 TexCoordBoth : TEXCOORD0,\n"
+"#ifdef USEOFFSETMAPPING\n"
+"out float3 EyeVector : TEXCOORD2,\n"
+"#endif\n"
 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
@@ -2446,7 +2456,7 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float3 surfacenormal = mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
+"      float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
 "#else\n"
 "      float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
 "#endif\n"
@@ -2465,7 +2475,7 @@ const char *builtincgshaderstring =
 "(\n"
 "float4 gl_Vertex : POSITION,\n"
 "uniform float4x4 ModelViewProjectionMatrix,\n"
-"uniform mat4 ModelViewMatrix,\n"
+"uniform float4x4 ModelViewMatrix,\n"
 "out float4 gl_Position : POSITION,\n"
 "out float4 ModelViewPosition : TEXCOORD0\n"
 ")\n"
@@ -2480,9 +2490,10 @@ const char *builtincgshaderstring =
 "(\n"
 "float2 Pixel : WPOS,\n"
 "float4 ModelViewPosition : TEXCOORD0,\n"
-"uniform mat4 ViewToLight,\n"
+"uniform float4x4 ViewToLight,\n"
 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
 "uniform float3 LightPosition,\n"
+"uniform half2 PixelToScreenTexCoord,\n"
 "uniform half3 DeferredColor_Ambient,\n"
 "uniform half3 DeferredColor_Diffuse,\n"
 "#ifdef USESPECULAR\n"
@@ -2490,8 +2501,8 @@ const char *builtincgshaderstring =
 "uniform half SpecularPower,\n"
 "#endif\n"
 "uniform sampler2D Texture_Attenuation,\n"
-"uniform samplerRECT Texture_ScreenDepth,\n"
-"uniform samplerRECT Texture_ScreenNormalMap,\n"
+"uniform sampler2D Texture_ScreenDepth,\n"
+"uniform sampler2D Texture_ScreenNormalMap,\n"
 "\n"
 "#ifdef USESHADOWMAPRECT\n"
 "# ifdef USESHADOWSAMPLER\n"
@@ -2531,11 +2542,13 @@ const char *builtincgshaderstring =
 ")\n"
 "{\n"
 "      // calculate viewspace pixel position\n"
+"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
+"      ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
 "      float3 position;\n"
-"      position.z = ScreenToDepth.y / (texRECT(Texture_ScreenDepth, Pixel).r + ScreenToDepth.x);\n"
+"      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
 "      // decode viewspace pixel normal\n"
-"      half4 normalmap = texRECT(Texture_ScreenNormalMap, Pixel);\n"
+"      half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
 "      half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
 "      // surfacenormal = pixel normal in viewspace\n"
 "      // LightVector = pixel to light in viewspace\n"
@@ -2615,12 +2628,12 @@ const char *builtincgshaderstring =
 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
 "\n"
 "uniform float3 EyePosition,\n"
-"uniform mat4 TexMatrix,\n"
+"uniform float4x4 TexMatrix,\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix,\n"
+"uniform float4x4 BackgroundTexMatrix,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
-"uniform mat4 ModelToLight,\n"
+"uniform float4x4 ModelToLight,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "uniform float3 LightPosition,\n"
@@ -2796,13 +2809,13 @@ const char *builtincgshaderstring =
 "uniform sampler2D Texture_Reflection,\n"
 "#endif\n"
 "\n"
-"//#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform samplerRECT Texture_ScreenDepth,\n"
-"uniform samplerRECT Texture_ScreenNormalMap,\n"
-"//#endif\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform sampler2D Texture_ScreenDepth,\n"
+"uniform sampler2D Texture_ScreenNormalMap,\n"
+"#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform samplerRECT Texture_ScreenDiffuse,\n"
-"uniform samplerRECT Texture_ScreenSpecular,\n"
+"uniform sampler2D Texture_ScreenDiffuse,\n"
+"uniform sampler2D Texture_ScreenSpecular,\n"
 "#endif\n"
 "\n"
 "#ifdef USECOLORMAPPING\n"
@@ -2821,6 +2834,7 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform half2 PixelToScreenTexCoord,\n"
 "uniform half3 DeferredMod_Diffuse,\n"
 "uniform half3 DeferredMod_Specular,\n"
 "#endif\n"
@@ -2910,14 +2924,14 @@ const char *builtincgshaderstring =
 "      float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
 "      //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
 "      //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
-"      color.rgb = half3(mix(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
+"      color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
 "      color.a = 1.0;\n"
-"      //color = mix(half4(1, 0, 0, 1), color, terrainblend);\n"
+"      //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
 "#endif\n"
 "\n"
 "      // get the surface normal\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      half3 surfacenormal = normalize(half3(mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
+"      half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
 "#else\n"
 "      half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
 "#endif\n"
@@ -2926,7 +2940,7 @@ const char *builtincgshaderstring =
 "      half3 diffusetex = color.rgb;\n"
 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      half3 glosstex = half3(mix(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
+"      half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
 "# else\n"
 "      half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
 "# endif\n"
@@ -2937,6 +2951,7 @@ const char *builtincgshaderstring =
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // light source\n"
+"#ifdef USEDIFFUSE\n"
 "      half3 lightnormal = half3(normalize(LightVector));\n"
 "      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
@@ -2949,6 +2964,9 @@ const char *builtincgshaderstring =
 "#endif\n"
 "      color.rgb += glosstex * (specular * Color_Specular);\n"
 "#endif\n"
+"#else\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
+"#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
@@ -3048,14 +3066,14 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"      color.rgb += diffusetex * half3(texRECT(Texture_ScreenDiffuse, Pixel)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex * half3(texRECT(Texture_ScreenSpecular, Pixel)) * DeferredMod_Specular;\n"
-"      color.rgb = half3(texRECT(Texture_ScreenDepth, Pixel));\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"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += mix(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
+"      color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
 "#else\n"
 "      color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
 "#endif\n"
@@ -3063,9 +3081,9 @@ const char *builtincgshaderstring =
 "\n"
 "#ifdef USEFOG\n"
 "#ifdef MODE_LIGHTSOURCE\n"
-"      color.rgb *= half(FogVertex());\n"
+"      color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
 "#else\n"
-"      color.rgb = mix(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
+"      color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
 "#endif\n"
 "#endif\n"
 "\n"
@@ -3084,8 +3102,8 @@ const char *builtincgshaderstring =
 "      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      color.rgb = mix(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
+"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
+"      color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
 "#endif\n"
 "\n"
 "      gl_FragColor = float4(color);\n"
@@ -3338,6 +3356,7 @@ typedef struct r_glsl_permutation_s
        int loc_BackgroundTexMatrix;
        int loc_ModelViewProjectionMatrix;
        int loc_ModelViewMatrix;
+       int loc_PixelToScreenTexCoord;
 }
 r_glsl_permutation_t;
 
@@ -3550,6 +3569,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
                p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
                p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
+               p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
                // 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);
@@ -3734,6 +3754,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_UserVec4;
        CGparameter fp_ViewTintColor;
        CGparameter fp_ViewToLight;
+       CGparameter fp_PixelToScreenTexCoord;
 }
 r_cg_permutation_t;
 
@@ -3898,9 +3919,10 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        CHECKGLERROR
 
        // compile the vertex program
-       if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
+       if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL)))
        {
                CHECKCGERROR
+#if 0
                cgCompileProgram(p->vprogram);CHECKCGERROR
                if (!cgIsProgramCompiled(p->vprogram))
                {
@@ -3909,6 +3931,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                        p->vprogram = 0;
                }
                else
+#endif
                {
                        cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
                        cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
@@ -3929,8 +3952,9 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
        }
 
        // compile the fragment program
-       if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
+       if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL)))
        {
+#if 0
                cgCompileProgram(p->fprogram);CHECKCGERROR
                if (!cgIsProgramCompiled(p->fprogram))
                {
@@ -3939,6 +3963,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                        p->fprogram = 0;
                }
                else
+#endif
                {
                        cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
                        cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
@@ -4014,6 +4039,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                        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
                }
        }
@@ -4079,13 +4105,13 @@ void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
                CHECKCGERROR
                if (r_cg_permutation->vprogram)
                {
-                       //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
+                       cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
                        cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
-                       //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+                       cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
                }
                else
                {
-                       //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
                        cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
                }
                if (r_cg_permutation->fprogram)
@@ -4105,9 +4131,9 @@ void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
        if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
 }
 
-void CG_BindTexture(CGparameter param, int texnum)
+void CG_BindTexture(CGparameter param, rtexture_t *tex)
 {
-       cgGLSetTextureParameter(param, texnum);
+       cgGLSetTextureParameter(param, R_GetTexture(tex));
        cgGLEnableTextureParameter(param);
 }
 #endif
@@ -4120,6 +4146,7 @@ void R_GLSL_Restart_f(void)
        case RENDERPATH_GL20:
                {
                        r_glsl_permutation_t *p;
+                       r_glsl_permutation = NULL;
                        limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
                        for (i = 0;i < limit;i++)
                        {
@@ -4136,6 +4163,11 @@ void R_GLSL_Restart_f(void)
 #ifdef SUPPORTCG
                {
                        r_cg_permutation_t *p;
+                       r_cg_permutation = NULL;
+                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
+                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
+                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
                        limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
                        for (i = 0;i < limit;i++)
                        {
@@ -4148,8 +4180,8 @@ void R_GLSL_Restart_f(void)
                                        Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
                                }
                        }
+                       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
                }
-               memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
                break;
 #endif
        case RENDERPATH_GL13:
@@ -4723,6 +4755,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
                if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
        //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
        //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
@@ -4860,6 +4893,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
                if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
                if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
+               if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
 
        //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
        //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
@@ -4969,6 +5003,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
                if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
                if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
                if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
@@ -4992,6 +5027,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
                if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
                if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
+               if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
 
                if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
@@ -5943,6 +5979,8 @@ 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);
@@ -6982,7 +7020,7 @@ static void R_Water_ProcessPlanes(void)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        if (!p->texture_refraction)
-                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
                        if (!p->texture_refraction)
                                goto error;
                }
@@ -6990,7 +7028,7 @@ static void R_Water_ProcessPlanes(void)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        if (!p->texture_reflection)
-                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
                        if (!p->texture_reflection)
                                goto error;
                }
@@ -7127,7 +7165,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.screentexturewidth = screentexturewidth;
                r_bloomstate.screentextureheight = screentextureheight;
                if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
-                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
        }
        if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
        {
@@ -7137,7 +7175,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
                if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
-                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
        }
 
        // when doing a reduced render (HDR) we want to use a smaller area
@@ -7232,9 +7270,7 @@ void R_Bloom_MakeTexture(void)
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                // copy the vertically blurred bloom view to a texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
                r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 
@@ -7284,9 +7320,7 @@ void R_Bloom_MakeTexture(void)
                }
 
                // copy the vertically blurred bloom view to a texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
                r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 
@@ -7497,6 +7531,7 @@ static void R_BlendView(void)
                        if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
                        if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
                        if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
+                       if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
                        break;
                case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
@@ -7512,6 +7547,7 @@ static void R_BlendView(void)
                        if (r_cg_permutation->fp_UserVec3          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
                        if (r_cg_permutation->fp_UserVec4          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
                        if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
+                       if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
 #endif
                        break;
                default:
@@ -7739,6 +7775,7 @@ 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)
@@ -7798,7 +7835,11 @@ 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;
 
@@ -7859,7 +7900,6 @@ extern qboolean r_shadow_usingdeferredprepass;
 void R_RenderScene(void)
 {
        r_refdef.stats.renders++;
-       r_textureframe++; // used only by R_GetCurrentTexture
 
        R_UpdateFogColor();
 
@@ -10367,7 +10407,7 @@ 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);
@@ -10472,7 +10512,7 @@ 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);
@@ -11438,7 +11478,6 @@ 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)