]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
some cleanup of shader permutation handling
[xonotic/darkplaces.git] / gl_rmain.c
index 0cd996a46ed577e4f14b557cdaddf3d4c0d8aa3b..b90a76a0d49e71bd94bed0241e3e5f0978719e65 100644 (file)
@@ -51,6 +51,8 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
+cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
@@ -74,10 +76,17 @@ cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smooth
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0", "reduces bloom colors by a certain amount"};
+
+cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
+cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
+cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -88,8 +97,35 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
-rtexture_t *r_bloom_texture_screen;
-rtexture_t *r_bloom_texture_bloom;
+typedef struct r_glsl_bloomshader_s
+{
+       int program;
+       int loc_Texture_Bloom;
+}
+r_glsl_bloomshader_t;
+
+static struct r_bloomstate_s
+{
+       qboolean enabled;
+       qboolean hdr;
+
+       int bloomwidth, bloomheight;
+
+       int screentexturewidth, screentextureheight;
+       rtexture_t *texture_screen;
+
+       int bloomtexturewidth, bloomtextureheight;
+       rtexture_t *texture_bloom;
+
+       r_glsl_bloomshader_t *shader;
+
+       // arrays for rendering the screen passes
+       float screentexcoord2f[8];
+       float bloomtexcoord2f[8];
+       float offsettexcoord2f[8];
+}
+r_bloomstate;
+
 rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
 rtexture_t *r_texture_black;
@@ -107,6 +143,17 @@ r_glsl_permutation_t *r_glsl_permutation;
 // temporary variable used by a macro
 int fogtableindex;
 
+// vertex coordinates for a quad that covers the screen exactly
+const static float r_screenvertex3f[12] =
+{
+       0, 0, 0,
+       1, 0, 0,
+       1, 1, 0,
+       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;
@@ -329,6 +376,18 @@ static const char *builtinshaderstring =
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
+"#ifdef __GLSL_CG_DATA_TYPES\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
 "varying vec2 TexCoord;\n"
 "varying vec2 TexCoordLightmap;\n"
 "\n"
@@ -423,22 +482,25 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Deluxemap;\n"
 "uniform sampler2D Texture_Glow;\n"
 "\n"
-"uniform vec3 LightColor;\n"
-"uniform vec3 AmbientColor;\n"
-"uniform vec3 DiffuseColor;\n"
-"uniform vec3 SpecularColor;\n"
-"uniform vec3 Color_Pants;\n"
-"uniform vec3 Color_Shirt;\n"
-"uniform vec3 FogColor;\n"
+"uniform myhvec3 LightColor;\n"
+"uniform myhvec3 AmbientColor;\n"
+"uniform myhvec3 DiffuseColor;\n"
+"uniform myhvec3 SpecularColor;\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"uniform myhvec3 FogColor;\n"
+"\n"
+"uniform myhalf GlowScale;\n"
+"uniform myhalf SceneBrightness;\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
 "uniform float OffsetMapping_Bias;\n"
 "uniform float FogRangeRecip;\n"
 "\n"
-"uniform float AmbientScale;\n"
-"uniform float DiffuseScale;\n"
-"uniform float SpecularScale;\n"
-"uniform float SpecularPower;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"uniform myhalf SpecularScale;\n"
+"uniform myhalf SpecularPower;\n"
 "\n"
 "void main(void)\n"
 "{\n"
@@ -453,7 +515,9 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
 "      // 14 sample relief mapping: linear search and then binary search\n"
-"      vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
 "      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
@@ -470,20 +534,54 @@ static const char *builtinshaderstring =
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      TexCoord = RT.xy;\n"
-"#else\n"
+"#elif 1\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n"
+"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //TexCoord += OffsetVector * 3.0;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 0\n"
+"      // 10 sample offset mapping\n"
+"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
 "      //TexCoord += OffsetVector * 3.0;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 1\n"
+"      // parallax mapping as described in the paper\n"
+"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+"      // The paper provides code in the ARB fragment program assembly language\n"
+"      // I translated it to GLSL but may have done something wrong - SavageX\n"
+"      // LordHavoc: removed bias and simplified to one line\n"
+"      // LordHavoc: this is just a single sample offsetmapping...\n"
+"      TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
+"#else\n"
+"      // parallax mapping as described in the paper\n"
+"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+"      // The paper provides code in the ARB fragment program assembly language\n"
+"      // I translated it to GLSL but may have done something wrong - SavageX\n"
+"      float height = texture2D(Texture_Normal, TexCoord).a;\n"
+"      height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
+"      TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
 "#endif\n"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
-"      vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n"
+"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
 "#ifdef USECOLORMAPPING\n"
-"      color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
 "\n"
 "\n"
@@ -493,20 +591,20 @@ static const char *builtinshaderstring =
 "      // light source\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
 "      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
-"      color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // apply light color\n"
@@ -520,7 +618,7 @@ static const char *builtinshaderstring =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"      color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
 "\n"
 "\n"
 "\n"
@@ -529,183 +627,159 @@ static const char *builtinshaderstring =
 "      // directional model lighting\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
+"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "\n"
 "\n"
 "\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
-"      vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "\n"
-"      // calculate directional shading\n"
-"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
-"#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"      myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
+"#else\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
 "#endif\n"
-"\n"
-"      // apply lightmap color\n"
-"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"      // deluxemap lightmapping using light vectors in tangentspace\n"
-"\n"
-"      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
-"\n"
 "      // calculate directional shading\n"
-"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
-"\n"
-"\n"
+"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
 "\n"
 "\n"
 "#else // MODE none (lightmap)\n"
 "      // apply lightmap color\n"
-"      color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
+"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
 "#endif // MODE\n"
 "\n"
-"      color *= gl_Color;\n"
+"      color *= myhvec4(gl_Color);\n"
 "\n"
 "#ifdef USEGLOW\n"
-"      color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n"
+"      myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
 "      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = color;\n"
+"      color.rgb *= SceneBrightness;\n"
+"\n"
+"      gl_FragColor = vec4(color);\n"
 "}\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
 ;
 
-void R_GLSL_CompilePermutation(int permutation)
+// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
+const char *permutationinfo[][2] =
+{
+       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"#define USEGLOW\n", " glow"},
+       {"#define USEFOG\n", " fog"},
+       {"#define USECOLORMAPPING\n", " colormapping"},
+       {"#define USESPECULAR\n", " specular"},
+       {"#define USECUBEFILTER\n", " cubefilter"},
+       {"#define USEOFFSETMAPPING\n", " offsetmapping"},
+       {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+       {NULL, NULL}
+};
+
+void R_GLSL_CompilePermutation(const char *filename, int permutation)
 {
-       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+       int i;
+       qboolean shaderfound;
+       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
        int vertstrings_count;
+       int geomstrings_count;
        int fragstrings_count;
        char *shaderstring;
        const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
        const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
        char permutationname[256];
        if (p->compiled)
                return;
        p->compiled = true;
+       p->program = 0;
        vertstrings_list[0] = "#define VERTEX_SHADER\n";
+       geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
        fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
        vertstrings_count = 1;
+       geomstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n";
-               strlcat(permutationname, " lightsource", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
-               strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
-               strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
-               strlcat(permutationname, " lightdirection", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_GLOW)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEGLOW\n";
-               fragstrings_list[fragstrings_count++] = "#define USEGLOW\n";
-               strlcat(permutationname, " glow", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_COLORMAPPING)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
-               strlcat(permutationname, " colormapping", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_SPECULAR)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
-               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
-               strlcat(permutationname, " specular", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_FOG)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
-               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
-               strlcat(permutationname, " fog", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_CUBEFILTER)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
-               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
-               strlcat(permutationname, " cubefilter", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
-               strlcat(permutationname, " offsetmapping", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING)
+       for (i = 0;permutationinfo[i][0];i++)
        {
-               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
-               strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
+               if (permutation & (1<<i))
+               {
+                       vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
+                       geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
+                       fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
+                       strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
+               }
+               else
+               {
+                       // keep line numbers correct
+                       vertstrings_list[vertstrings_count++] = "\n";
+                       geomstrings_list[geomstrings_count++] = "\n";
+                       fragstrings_list[fragstrings_count++] = "\n";
+               }
        }
-       shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+       shaderfound = false;
        if (shaderstring)
        {
-               Con_DPrintf("GLSL shader text loaded from disk\n");
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
                vertstrings_list[vertstrings_count++] = shaderstring;
+               geomstrings_list[geomstrings_count++] = shaderstring;
                fragstrings_list[fragstrings_count++] = shaderstring;
+               shaderfound = true;
        }
-       else
+       else if (!strcmp(filename, "glsl/default.glsl"))
        {
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
                vertstrings_list[vertstrings_count++] = builtinshaderstring;
+               geomstrings_list[geomstrings_count++] = builtinshaderstring;
                fragstrings_list[fragstrings_count++] = builtinshaderstring;
-       }
-       p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+               shaderfound = true;
+       }
+       // clear any lists that are not needed by this shader
+       if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+               vertstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+               geomstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+               fragstrings_count = 0;
+       // compile the shader program
+       if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
+               p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
        if (p->program)
        {
                CHECKGLERROR
                qglUseProgramObjectARB(p->program);CHECKGLERROR
+               // look up all the uniform variable names we care about, so we don't
+               // have to look them up every time we set them
                p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
                p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
@@ -727,11 +801,14 @@ void R_GLSL_CompilePermutation(int permutation)
                p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
                p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
                p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
+               p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
+               p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
                p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
                p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
                p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
                p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
                p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
                if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
                if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
@@ -766,55 +843,116 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
+       const char *shaderfilename = NULL;
        int permutation = 0;
        float specularscale = rsurface_texture->specularscale;
        r_glsl_permutation = NULL;
+       // TODO: implement geometry-shader based shadow volumes someday
        if (r_shadow_rtlight)
        {
-               permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
+               // light source
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                specularscale *= r_shadow_rtlight->specularscale;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (specularscale > 0)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       else
+       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               // bright unshaded geometry
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               if (rsurface_texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
                {
-                       if (modellighting)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-                       else
-                       {
-                               if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture)
-                               {
-                                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
-                                       else
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                               }
-                               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
-                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                       }
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
-               if (rsurface_texture->skin.glow)
+       }
+       else if (modellighting)
+       {
+               // directional model lighting
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+               if (rsurface_texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
+               if (specularscale > 0)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (specularscale > 0)
-               permutation |= SHADERPERMUTATION_SPECULAR;
-       if (r_refdef.fogenabled)
-               permutation |= SHADERPERMUTATION_FOG;
-       if (rsurface_texture->colormapping)
-               permutation |= SHADERPERMUTATION_COLORMAPPING;
-       if (r_glsl_offsetmapping.integer)
+       else
        {
-               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-               if (r_glsl_offsetmapping_reliefmapping.integer)
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               // lightmapped wall
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               {
+                       // deluxemapping (light direction texture)
+                       if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                       else
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else if (r_glsl_deluxemapping.integer >= 2)
+               {
+                       // fake deluxemapping (uniform light direction in tangentspace)
+                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else
+               {
+                       // ordinary lightmapping
+                       permutation |= 0;
+               }
+               if (rsurface_texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (!r_glsl_permutations[permutation].program)
+       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
        {
-               if (!r_glsl_permutations[permutation].compiled)
-                       R_GLSL_CompilePermutation(permutation);
-               if (!r_glsl_permutations[permutation].program)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
                {
                        // remove features until we find a valid permutation
                        int i;
@@ -824,16 +962,16 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                                if (permutation < i)
                                        continue;
                                permutation &= i;
-                               if (!r_glsl_permutations[permutation].compiled)
-                                       R_GLSL_CompilePermutation(permutation);
-                               if (r_glsl_permutations[permutation].program)
+                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
                                        break;
                                if (!i)
                                        return 0; // utterly failed
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + permutation;
+       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
        R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
@@ -863,16 +1001,18 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
                if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
        }
-       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
        if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
        if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
        //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
        //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
        //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
+       if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+       if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
                // additive passes are only darkened by fog, not tinted
@@ -884,14 +1024,14 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
-               if (rsurface_texture->skin.pants)
+               if (rsurface_texture->currentskinframe->pants)
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_Color_Shirt >= 0)
        {
-               if (rsurface_texture->skin.shirt)
+               if (rsurface_texture->currentskinframe->shirt)
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
@@ -905,9 +1045,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 
 void R_SwitchSurfaceShader(int permutation)
 {
-       if (r_glsl_permutation != r_glsl_permutations + permutation)
+       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
        {
-               r_glsl_permutation = r_glsl_permutations + permutation;
+               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
                CHECKGLERROR
                qglUseProgramObjectARB(r_glsl_permutation->program);
                CHECKGLERROR
@@ -917,8 +1057,6 @@ void R_SwitchSurfaceShader(int permutation)
 void gl_main_start(void)
 {
        r_main_texturepool = R_AllocTexturePool();
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
        R_BuildBlankTextures();
        R_BuildNoTexture();
        if (gl_texturecubemap)
@@ -927,19 +1065,19 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        R_BuildFogTexture();
+       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
 void gl_main_shutdown(void)
 {
        R_FreeTexturePool(&r_main_texturepool);
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
        r_texture_blanknormalmap = NULL;
        r_texture_white = NULL;
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
+       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        R_GLSL_Restart_f();
 }
 
@@ -955,7 +1093,7 @@ void gl_main_newmap(void)
                l = (int)strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
-                       strcpy(entname + l, ".ent");
+                       memcpy(entname + l, ".ent", 5);
                        if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                        {
                                CL_ParseEntityLump(entities);
@@ -992,6 +1130,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_shadows);
+       Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
@@ -1003,10 +1143,16 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
-       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_colorscale);
+       Cvar_RegisterVariable(&r_bloom_brighten);
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
-       Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&r_bloom_colorexponent);
+       Cvar_RegisterVariable(&r_bloom_colorsubtract);
+       Cvar_RegisterVariable(&r_hdr);
+       Cvar_RegisterVariable(&r_hdr_scenebrightness);
+       Cvar_RegisterVariable(&r_hdr_glowintensity);
+       Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
@@ -1119,15 +1265,25 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 static void R_UpdateEntityLighting(entity_render_t *ent)
 {
        vec3_t tempdiffusenormal;
+
+       // fetch the lighting from the worldmodel data
        VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
        VectorClear(ent->modellight_diffuse);
-       VectorClear(ent->modellight_lightdir);
+       VectorClear(tempdiffusenormal);
        if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
-               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       {
+               vec3_t org;
+               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       }
        else // highly rare
                VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+       // move the light direction into modelspace coordinates for lighting code
        Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
        VectorNormalize(ent->modellight_lightdir);
+
+       // scale ambient and directional light contributions according to rendering variables
        ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
        ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
        ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
@@ -1160,9 +1316,13 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST);
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
                }
        }
+
+       // update entity lighting (even on hidden entities for r_shadows)
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_UpdateEntityLighting(r_refdef.entities[i]);
 }
 
 // only used if skyrendermasked, and normally returns false
@@ -1332,194 +1492,472 @@ static void R_View_SetFrustum(void)
 
 void R_View_Update(void)
 {
-       // GL is weird because it's bottom to top, r_view.y is top to bottom
-       qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        R_View_SetFrustum();
        R_View_WorldVisibility();
        R_View_UpdateEntityVisible();
 }
 
-static void R_BlendView(void)
+void R_SetupView(const matrix4x4_t *matrix)
 {
-       int screenwidth, screenheight;
-       qboolean dobloom;
-       qboolean doblend;
-       float vertex3f[12];
-       float texcoord2f[3][8];
+       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
+       else
+               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
 
-       // set the (poorly named) screenwidth and screenheight variables to
-       // a power of 2 at least as large as the screen, these will define the
-       // size of the texture to allocate
-       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
-       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+       GL_SetupView_Orientation_FromEntity(matrix);
+}
 
-       doblend = r_refdef.viewblend[3] >= 0.01f;
-       dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+void R_ResetViewRendering2D(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
 
-       if (!dobloom && !doblend)
-               return;
+       DrawQ_Finish();
 
+       // GL is weird because it's bottom to top, r_view.y is top to bottom
+       qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
-       GL_DepthMask(true);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
+       GL_ScissorTest(false);
+       GL_DepthMask(false);
        GL_DepthTest(false);
        R_Mesh_Matrix(&identitymatrix);
-       // vertex coordinates for a quad that covers the screen exactly
-       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
-       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
-       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
-       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
-       if (dobloom)
-       {
-               int bloomwidth, bloomheight, x, range;
-               float xoffset, yoffset, r;
-               r_refdef.stats.bloom++;
-               // allocate textures as needed
-               if (!r_bloom_texture_screen)
-                       r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-               if (!r_bloom_texture_bloom)
-                       r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-               // set bloomwidth and bloomheight to the bloom resolution that will be
-               // used (often less than the screen resolution for faster rendering)
-               bloomwidth = min(r_view.width, r_bloom_resolution.integer);
-               bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
-               // set up a texcoord array for the full resolution screen image
-               // (we have to keep this around to copy back during final render)
-               texcoord2f[0][0] = 0;
-               texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
-               texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
-               texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
-               texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
-               texcoord2f[0][5] = 0;
-               texcoord2f[0][6] = 0;
-               texcoord2f[0][7] = 0;
-               // set up a texcoord array for the reduced resolution bloom image
-               // (which will be additive blended over the screen image)
-               texcoord2f[1][0] = 0;
-               texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
-               texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
-               texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
-               texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
-               texcoord2f[1][5] = 0;
-               texcoord2f[1][6] = 0;
-               texcoord2f[1][7] = 0;
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
-               // copy view into the full resolution screen image texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
-               // now scale it down to the bloom size and raise to a power of itself
-               // to darken it (this leaves the really bright stuff bright, and
-               // everything else becomes very dark)
-               // TODO: optimize with multitexture or GLSL
-               CHECKGLERROR
-               qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(1, 1, 1, 1);
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+}
+
+void R_ResetViewRendering3D(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+
+       DrawQ_Finish();
+
+       // GL is weird because it's bottom to top, r_view.y is top to bottom
+       qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       R_SetupView(&r_view.matrix);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+}
+
+/*
+       R_Bloom_SetupShader(
+"// bloom shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"#ifdef __GLSL_CG_DATA_TYPES\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"varying vec2 ScreenTexCoord;\n"
+"varying vec2 BloomTexCoord;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
+"      BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      int x, y;
+"      myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
+"      for (x = -BLUR_X;x <= BLUR_X;x++)
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+
+"      gl_FragColor = vec4(color);\n"
+"}\n"
+"\n"
+"#endif // FRAGMENT_SHADER\n"
+*/
+
+void R_RenderScene(void);
+
+void R_Bloom_StartFrame(void)
+{
+       int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
+
+       // set bloomwidth and bloomheight to the bloom resolution that will be
+       // used (often less than the screen resolution for faster rendering)
+       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
+       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
+
+       // calculate desired texture sizes
+       if (gl_support_arb_texture_non_power_of_two)
+       {
+               screentexturewidth = r_view.width;
+               screentextureheight = r_view.height;
+               bloomtexturewidth = r_bloomstate.bloomwidth;
+               bloomtextureheight = r_bloomstate.bloomheight;
+       }
+       else
+       {
+               for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
+               for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
+               for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
+               for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
+       }
+
+       if (r_hdr.integer)
+       {
+               screentexturewidth = screentextureheight = 0;
+       }
+       else if (r_bloom.integer)
+       {
+       }
+       else
+       {
+               screentexturewidth = screentextureheight = 0;
+               bloomtexturewidth = bloomtextureheight = 0;
+       }
+
+       if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
+       {
+               // can't use bloom if the parameters are too weird
+               // can't use bloom if the card does not support the texture size
+               if (r_bloomstate.texture_screen)
+                       R_FreeTexture(r_bloomstate.texture_screen);
+               if (r_bloomstate.texture_bloom)
+                       R_FreeTexture(r_bloomstate.texture_bloom);
+               memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+               return;
+       }
+
+       r_bloomstate.enabled = true;
+       r_bloomstate.hdr = r_hdr.integer != 0;
+
+       // allocate textures as needed
+       if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
+       {
+               if (r_bloomstate.texture_screen)
+                       R_FreeTexture(r_bloomstate.texture_screen);
+               r_bloomstate.texture_screen = NULL;
+               r_bloomstate.screentexturewidth = screentexturewidth;
+               r_bloomstate.screentextureheight = screentextureheight;
+               if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+       }
+       if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
+       {
+               if (r_bloomstate.texture_bloom)
+                       R_FreeTexture(r_bloomstate.texture_bloom);
+               r_bloomstate.texture_bloom = NULL;
+               r_bloomstate.bloomtexturewidth = bloomtexturewidth;
+               r_bloomstate.bloomtextureheight = bloomtextureheight;
+               if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+       }
+
+       // set up a texcoord array for the full resolution screen image
+       // (we have to keep this around to copy back during final render)
+       r_bloomstate.screentexcoord2f[0] = 0;
+       r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[5] = 0;
+       r_bloomstate.screentexcoord2f[6] = 0;
+       r_bloomstate.screentexcoord2f[7] = 0;
+
+       // set up a texcoord array for the reduced resolution bloom image
+       // (which will be additive blended over the screen image)
+       r_bloomstate.bloomtexcoord2f[0] = 0;
+       r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[5] = 0;
+       r_bloomstate.bloomtexcoord2f[6] = 0;
+       r_bloomstate.bloomtexcoord2f[7] = 0;
+}
+
+void R_Bloom_CopyScreenTexture(float colorscale)
+{
+       r_refdef.stats.bloom++;
+
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+
+       // copy view into the screen texture
+       GL_ActiveTexture(0);
+       CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+
+       // now scale it down to the bloom texture size
+       CHECKGLERROR
+       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_Color(colorscale, colorscale, colorscale, 1);
+       // TODO: optimize with multitexture or GLSL
+       R_Mesh_Draw(0, 4, 2, polygonelements);
+       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+       // we now have a bloom image in the framebuffer
+       // copy it into the bloom image texture for later processing
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       GL_ActiveTexture(0);
+       CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+}
+
+void R_Bloom_CopyHDRTexture(void)
+{
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       GL_ActiveTexture(0);
+       CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+}
+
+void R_Bloom_MakeTexture(void)
+{
+       int x, range, dir;
+       float xoffset, yoffset, r, brighten;
+
+       r_refdef.stats.bloom++;
+
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f);
+       R_Mesh_ColorPointer(NULL);
+
+       // we have a bloom image in the framebuffer
+       CHECKGLERROR
+       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+
+       for (x = 1;x < r_bloom_colorexponent.value;)
+       {
+               x *= 2;
+               r = bound(0, r_bloom_colorexponent.value / x, 1);
+               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+               GL_Color(r, r, r, 1);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
-               // render multiple times with a multiply blendfunc to raise to a power
-               GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
-               for (x = 1;x < r_bloom_power.integer;x++)
-               {
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
-                       r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
-               }
-               // we now have a darkened bloom image in the framebuffer, copy it into
-               // the bloom image texture for more processing
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
+               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_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
+
+       range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
+       brighten = r_bloom_brighten.value;
+       if (r_hdr.integer)
+               brighten *= r_hdr_range.value;
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+
+       for (dir = 0;dir < 2;dir++)
+       {
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
-               range = r_bloom_blur.integer * bloomwidth / 320;
                GL_BlendFunc(GL_ONE, GL_ZERO);
                for (x = -range;x <= range;x++)
                {
-                       xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
-                       yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       if (!dir){xoffset = 0;yoffset = x;}
+                       else {xoffset = x;yoffset = 0;}
+                       xoffset /= (float)r_bloomstate.bloomtexturewidth;
+                       yoffset /= (float)r_bloomstate.bloomtextureheight;
                        // compute a texcoord array with the specified x and y offset
-                       texcoord2f[2][0] = xoffset+0;
-                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][5] = yoffset+0;
-                       texcoord2f[2][6] = xoffset+0;
-                       texcoord2f[2][7] = yoffset+0;
+                       r_bloomstate.offsettexcoord2f[0] = xoffset+0;
+                       r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+                       r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+                       r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+                       r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+                       r_bloomstate.offsettexcoord2f[5] = yoffset+0;
+                       r_bloomstate.offsettexcoord2f[6] = xoffset+0;
+                       r_bloomstate.offsettexcoord2f[7] = yoffset+0;
                        // this r value looks like a 'dot' particle, fading sharply to
                        // black at the edges
                        // (probably not realistic but looks good enough)
-                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
-                       if (r < 0.01f)
-                               continue;
+                       //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
+                       //r = (dir ? 1.0f : brighten)/(range*2+1);
+                       r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
+                       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
+
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
-               // blend the vertically blurred image at multiple offsets horizontally
-               // to finish the blur effect
-               // TODO: do offset blends using GLSL
-               range = r_bloom_blur.integer * bloomwidth / 320;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
+
+       // apply subtract last
+       // (just like it would be in a GLSL shader)
+       if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
+       {
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               for (x = -range;x <= range;x++)
-               {
-                       xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
-                       yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
-                       // compute a texcoord array with the specified x and y offset
-                       texcoord2f[2][0] = xoffset+0;
-                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][5] = yoffset+0;
-                       texcoord2f[2][6] = xoffset+0;
-                       texcoord2f[2][7] = yoffset+0;
-                       // this r value looks like a 'dot' particle, fading sharply to
-                       // black at the edges
-                       // (probably not realistic but looks good enough)
-                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
-                       if (r < 0.01f)
-                               continue;
-                       GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
-                       r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-               }
-               // copy the blurred bloom view to a texture
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+
+               // copy the darkened bloom view to a texture
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
-               // go back to full view area
-               qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
+}
+
+void R_HDR_RenderBloomTexture(void)
+{
+       int oldwidth, oldheight;
+
+       oldwidth = r_view.width;
+       oldheight = r_view.height;
+       r_view.width = r_bloomstate.bloomwidth;
+       r_view.height = r_bloomstate.bloomheight;
+
+       // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
+       // TODO: add exposure compensation features
+       // TODO: add fp16 framebuffer support
+
+       r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
+       if (r_hdr.integer)
+               r_view.colorscale /= r_hdr_range.value;
+       R_RenderScene();
+
+       R_ResetViewRendering2D();
+
+       R_Bloom_CopyHDRTexture();
+       R_Bloom_MakeTexture();
+
+       R_ResetViewRendering3D();
+
+       R_ClearScreen();
+       if (r_timereport_active)
+               R_TimeReport("clear");
+
+
+       // restore the view settings
+       r_view.width = oldwidth;
+       r_view.height = oldheight;
+}
+
+static void R_BlendView(void)
+{
+       if (r_bloomstate.enabled && r_bloomstate.hdr)
+       {
+               // render high dynamic range bloom effect
+               // the bloom texture was made earlier this render, so we just need to
+               // blend it onto the screen...
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
+               R_Mesh_ColorPointer(NULL);
+               GL_Color(1, 1, 1, 1);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+       }
+       else if (r_bloomstate.enabled)
+       {
+               // render simple bloom effect
+               // copy the screen and shrink it and darken it for the bloom process
+               R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
+               // make the bloom texture
+               R_Bloom_MakeTexture();
                // put the original screen image back in place and blend the bloom
                // texture on it
-               GL_Color(1,1,1,1);
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
+               R_Mesh_ColorPointer(NULL);
+               GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                // do both in one pass if possible
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
                        R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
-                       R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
-                       R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
+                       R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
+                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
                }
                else
                {
@@ -1527,16 +1965,18 @@ static void R_BlendView(void)
                        r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
                        // now blend on the bloom texture
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
-                       R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
+                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
                }
                R_Mesh_Draw(0, 4, 2, polygonelements);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
-       if (doblend)
+       if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
        {
                // apply a color tint to the whole view
-               R_Mesh_ResetTextureState();
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
+               R_Mesh_ColorPointer(NULL);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                R_Mesh_Draw(0, 4, 2, polygonelements);
@@ -1549,8 +1989,6 @@ matrix4x4_t r_waterscrollmatrix;
 
 void R_UpdateVariables(void)
 {
-       int i;
-
        R_Textures_Frame();
 
        r_refdef.farclip = 4096;
@@ -1615,17 +2053,6 @@ void R_UpdateVariables(void)
        }
        else
                r_refdef.fogenabled = false;
-
-       // update some cached entity properties...
-       for (i = 0;i < r_refdef.numentities;i++)
-       {
-               entity_render_t *ent = r_refdef.entities[i];
-               // some of the renderer still relies on origin...
-               Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
-               // some of the renderer still relies on scale...
-               ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
-               R_UpdateEntityLighting(ent);
-       }
 }
 
 /*
@@ -1638,9 +2065,9 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
+       R_Shadow_UpdateWorldLightSelection();
+
        CHECKGLERROR
-       GL_ScissorTest(true);
-       GL_DepthMask(true);
        if (r_timereport_active)
                R_TimeReport("setup");
 
@@ -1648,46 +2075,19 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
+       R_ResetViewRendering3D();
+
        R_ClearScreen();
        if (r_timereport_active)
                R_TimeReport("clear");
 
-       R_RenderScene();
-
-       R_BlendView();
-       if (r_timereport_active)
-               R_TimeReport("blendview");
-
-       GL_Scissor(0, 0, vid.width, vid.height);
-       GL_ScissorTest(false);
-       CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_ClearScreen (void)
-{
-       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
-
-       CHECKGLERROR
-       GL_ScissorTest(true);
-       GL_DepthMask(true);
-       if (r_timereport_active)
-               R_TimeReport("setup");
+       R_Bloom_StartFrame();
 
-       R_View_Update();
-       if (r_timereport_active)
-               R_TimeReport("visibility");
+       // this produces a bloom texture to be used in R_BlendView() later
+       if (r_hdr.integer)
+               R_HDR_RenderBloomTexture();
 
-       R_ClearScreen();
-       if (r_timereport_active)
-               R_TimeReport("clear");
-       CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_RenderScene (void)
-{
+       r_view.colorscale = r_hdr_scenebrightness.value;
        R_RenderScene();
 
        R_BlendView();
@@ -1708,26 +2108,10 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       R_ResetViewRendering3D();
 
        R_MeshQueue_BeginScene();
 
-       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
-       else
-               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
-
-       GL_SetupView_Orientation_FromEntity(&r_view.matrix);
-
-       R_Shadow_UpdateWorldLightSelection();
-
        R_SkyStartFrame();
 
        Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
@@ -1768,6 +2152,17 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
+       if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
+       {
+               R_DrawModelShadows();
+
+               R_ResetViewRendering3D();
+
+               // don't let sound skip if going slow
+               if (r_refdef.extraupdate)
+                       S_ExtraUpdate ();
+       }
+
        R_ShadowVolumeLighting(false);
        if (r_timereport_active)
                R_TimeReport("rtlights");
@@ -1828,13 +2223,7 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       R_ResetViewRendering2D();
 }
 
 /*
@@ -1931,12 +2320,15 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        R_Mesh_VertexPointer(nomodelvertex3f);
        if (r_refdef.fogenabled)
        {
+               vec3_t org;
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
                R_Mesh_ColorPointer(color4f);
-               f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_view.origin));
+               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+               f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
@@ -1961,8 +2353,10 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
 
 void R_DrawNoModel(entity_render_t *ent)
 {
+       vec3_t org;
+       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -2031,22 +2425,25 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(texture));
        R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
-       GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
+       // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+       GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
        R_Mesh_Draw(0, 4, 2, polygonelements);
 
        if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
        {
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
-               GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
+               GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
                R_Mesh_Draw(0, 4, 2, polygonelements);
        }
 }
 
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
 {
        int i;
        float *vertex3f;
+       float v[3];
+       VectorSet(v, x, y, z);
        for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
                if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
                        break;
@@ -2067,12 +2464,12 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
 {
        int i;
        int *e, element[3];
-       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
-       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
        e = mesh->element3i + mesh->numtriangles * 3;
        for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
        {
-               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
                if (mesh->numtriangles < mesh->maxtriangles)
                {
                        *e++ = element[0];
@@ -2084,29 +2481,58 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
        }
 }
 
+void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
+       {
+               element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
+
+#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
 {
        int planenum, planenum2;
        int w;
        int tempnumpoints;
        mplane_t *plane, *plane2;
-       float temppoints[2][256*3];
+       double maxdist;
+       double temppoints[2][256*3];
+       // figure out how large a bounding box we need to properly compute this brush
+       maxdist = 0;
+       for (w = 0;w < numplanes;w++)
+               maxdist = max(maxdist, planes[w].dist);
+       // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
+       maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
        for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
        {
                w = 0;
                tempnumpoints = 4;
-               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
                for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
                {
                        if (planenum2 == planenum)
                                continue;
-                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
+                       PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
                        w = !w;
                }
                if (tempnumpoints < 3)
                        continue;
                // generate elements forming a triangle fan for this polygon
-               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+               R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
        }
 }
 
@@ -2115,7 +2541,7 @@ static void R_DrawCollisionBrush(const colbrushf_t *brush)
        int i;
        R_Mesh_VertexPointer(brush->points->v);
        i = (int)(((size_t)brush) / sizeof(colbrushf_t));
-       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, brush->numpoints);
        R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
        GL_LockArrays(0, 0);
@@ -2128,7 +2554,7 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t
                return;
        R_Mesh_VertexPointer(surface->data_collisionvertex3f);
        i = (int)(((size_t)surface) / sizeof(msurface_t));
-       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, surface->num_collisionvertices);
        R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
        GL_LockArrays(0, 0);
@@ -2144,20 +2570,22 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->blendfunc2 = blendfunc2;
        layer->texture = texture;
        layer->texmatrix = *matrix;
-       layer->color[0] = r;
-       layer->color[1] = g;
-       layer->color[2] = b;
+       layer->color[0] = r * r_view.colorscale;
+       layer->color[1] = g * r_view.colorscale;
+       layer->color[2] = b * r_view.colorscale;
        layer->color[3] = a;
 }
 
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
+       model_t *model = ent->model;
+
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
 
+       // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
-               model_t *model = ent->model;
                int s = ent->skinnum;
                if ((unsigned int)s >= (unsigned int)model->numskins)
                        s = 0;
@@ -2182,9 +2610,13 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                texture->currentframe = t;
        }
 
+       // pick a new currentskinframe if the material is animated
+       if (t->numskinframes >= 2)
+               t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
                t->currentalpha *= r_wateralpha.value;
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
@@ -2200,17 +2632,17 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currenttexmatrix = identitymatrix;
 
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
-       t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
+       t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_white;
-       t->specularpower = 8;
+       t->specularpower = r_shadow_glossexponent.value;
        t->specularscale = 0;
        if (r_shadow_gloss.integer > 0)
        {
-               if (t->skin.gloss)
+               if (t->currentskinframe->gloss)
                {
                        if (r_shadow_glossintensity.value > 0)
                        {
-                               t->glosstexture = t->skin.gloss;
+                               t->glosstexture = t->currentskinframe->gloss;
                                t->specularscale = r_shadow_glossintensity.value;
                        }
                }
@@ -2253,15 +2685,15 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                int layerflags = 0;
                                if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
                                        layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
                                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
                                {
                                        // fullbright is not affected by r_refdef.lightmapintensity
                                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
                                }
                                else
                                {
@@ -2276,21 +2708,21 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
                                        if (r_ambient.value >= (1.0f/64.0f))
                                                R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
                                        {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
                                                if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
                                        }
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
                                        {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
                                                if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
                                        }
                                }
-                               if (t->skin.glow != NULL)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
+                               if (t->currentskinframe->glow != NULL)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
                                if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
                                {
                                        // if this is opaque use alpha blend which will darken the earlier
@@ -2304,7 +2736,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        // were darkened by fog already, and we should not add fog color
                                        // (because the background was not darkened, there is no fog color
                                        // that was lost behind it).
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
                                }
                        }
                }
@@ -2371,8 +2803,24 @@ rsurfmode_t rsurface_mode;
 texture_t *rsurface_glsl_texture;
 qboolean rsurface_glsl_uselightmap;
 
+void RSurf_CleanUp(void)
+{
+       CHECKGLERROR
+       if (rsurface_mode == RSURFMODE_GLSL)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+       GL_AlphaTest(false);
+       rsurface_mode = RSURFMODE_NONE;
+       rsurface_lightmaptexture = NULL;
+       rsurface_texture = NULL;
+       rsurface_glsl_texture = NULL;
+       rsurface_glsl_uselightmap = false;
+}
+
 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
+       RSurf_CleanUp();
        Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
        rsurface_entity = ent;
        rsurface_model = ent->model;
@@ -2420,30 +2868,11 @@ void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboole
        rsurface_svector3f = rsurface_modelsvector3f;
        rsurface_tvector3f = rsurface_modeltvector3f;
        rsurface_normal3f  = rsurface_modelnormal3f;
-       rsurface_mode = RSURFMODE_NONE;
-       rsurface_lightmaptexture = NULL;
-       rsurface_texture = NULL;
-       rsurface_glsl_texture = NULL;
-       rsurface_glsl_uselightmap = false;
-}
-
-void RSurf_CleanUp(void)
-{
-       CHECKGLERROR
-       if (rsurface_mode == RSURFMODE_GLSL)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       GL_AlphaTest(false);
-       rsurface_mode = RSURFMODE_NONE;
-       rsurface_lightmaptexture = NULL;
-       rsurface_texture = NULL;
-       rsurface_glsl_texture = NULL;
-       rsurface_glsl_uselightmap = false;
 }
 
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
        if (rsurface_generatedvertex)
        {
                if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
@@ -2462,6 +2891,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
                }
        }
+       // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
        if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
                int texturesurfaceindex;
@@ -2470,7 +2900,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
                Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
                Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
-               // make deformed versions of only the vertices used by the specified surfaces
+               // make deformed versions of only the model vertices used by the specified surfaces
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        int i, j;
@@ -2480,7 +2910,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        {
                                VectorClear(center);
                                for (i = 0;i < 4;i++)
-                                       VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                                VectorScale(center, 0.25f, center);
                                if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
                                {
@@ -2494,12 +2924,12 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorSet(up, 0, 0, 1);
                                }
                                // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                               Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                               Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
                                Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
                                for (i = 0;i < 4;i++)
-                                       Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                                       Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
                                for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
                        Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
                        Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
@@ -2509,6 +2939,13 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                rsurface_tvector3f = rsurface_array_deformedtvector3f;
                rsurface_normal3f = rsurface_array_deformednormal3f;
        }
+       else
+       {
+               rsurface_vertex3f = rsurface_modelvertex3f;
+               rsurface_svector3f = rsurface_modelsvector3f;
+               rsurface_tvector3f = rsurface_modeltvector3f;
+               rsurface_normal3f = rsurface_modelnormal3f;
+       }
        R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
@@ -2603,7 +3040,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
        {
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                int k = (int)(((size_t)surface) / sizeof(msurface_t));
-               GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+               GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 0.2f);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
        }
@@ -2812,7 +3249,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        // level, so don't use it then either.
        if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
        {
-               GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
+               GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
                R_Mesh_ColorPointer(NULL);
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
@@ -3136,10 +3573,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        r_refdef.stats.entities_surfaces += texturenumsurfaces;
        CHECKGLERROR
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
-       {
-               qglDisable(GL_CULL_FACE);CHECKGLERROR
-       }
+       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        if (r_showsurfaces.integer)
                R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
        else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
@@ -3155,10 +3589,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        }
        CHECKGLERROR
        GL_LockArrays(0, 0);
-       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
-       {
-               qglEnable(GL_CULL_FACE);CHECKGLERROR
-       }
 }
 
 #define BATCHSIZE 256
@@ -3184,20 +3614,20 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                {
                        if (batchcount > 0)
-                               R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+                               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+                                       R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
                        batchcount = 0;
                        t = surface->texture;
                        rsurface_lightmaptexture = surface->lightmaptexture;
                        R_UpdateTextureInfo(ent, t);
                        rsurface_texture = t->currentframe;
                }
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
-                       continue; // transparent sky is too difficult
 
                texturesurfacelist[batchcount++] = surface;
        }
        if (batchcount > 0)
-               R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+                       R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
        RSurf_CleanUp();
 }
 
@@ -3371,12 +3801,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                const int *elements;
                vec3_t v;
                CHECKGLERROR
-               GL_DepthTest(true);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
                GL_DepthMask(true);
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-               }
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_ColorPointer(NULL);
                R_Mesh_ResetTextureState();
@@ -3391,11 +3817,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                if (r_showtris.integer)
                                {
                                        if (!rsurface_texture->currentlayers->depthmask)
-                                               GL_Color(r_showtris.value, 0, 0, 1);
+                                               GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
                                        else if (ent == r_refdef.worldentity)
-                                               GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
+                                               GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
                                        else
-                                               GL_Color(0, r_showtris.value, 0, 1);
+                                               GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
                                        elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
                                        CHECKGLERROR
                                        qglBegin(GL_LINES);
@@ -3410,7 +3836,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                }
                                if (r_shownormals.integer)
                                {
-                                       GL_Color(r_shownormals.value, 0, 0, 1);
+                                       GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
@@ -3421,7 +3847,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        }
                                        qglEnd();
                                        CHECKGLERROR
-                                       GL_Color(0, 0, r_shownormals.value, 1);
+                                       GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
@@ -3432,7 +3858,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        }
                                        qglEnd();
                                        CHECKGLERROR
-                                       GL_Color(0, r_shownormals.value, 0, 1);
+                                       GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
@@ -3447,10 +3873,5 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        }
                }
                rsurface_texture = NULL;
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-               }
        }
 }
-