]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
colormod values above 1 1 1 should work properly with r_glsl now
[xonotic/darkplaces.git] / gl_rmain.c
index d8470c08d477393a5a7f438f27cc5e7ebcc144e7..c9f0c2071ab04932919321240a6c569ffbd69748 100644 (file)
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_main.c
 
 #include "quakedef.h"
+#include "cl_dyntexture.h"
 #include "r_shadow.h"
 #include "polygon.h"
 #include "image.h"
@@ -61,6 +62,9 @@ cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels
 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_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -69,6 +73,7 @@ cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (fo
 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
 
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
 
@@ -77,9 +82,17 @@ cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset m
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+
+cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
+cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
+cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
+cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
+cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
 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)"};
@@ -103,6 +116,10 @@ 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)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 
 extern qboolean v_flipped_state;
 
@@ -135,11 +152,43 @@ static struct r_bloomstate_s
 }
 r_bloomstate;
 
+typedef struct r_waterstate_waterplane_s
+{
+       rtexture_t *texture_refraction;
+       rtexture_t *texture_reflection;
+       mplane_t plane;
+       int materialflags; // combined flags of all water surfaces on this plane
+       unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
+       qboolean pvsvalid;
+}
+r_waterstate_waterplane_t;
+
+#define MAX_WATERPLANES 16
+
+static struct r_waterstate_s
+{
+       qboolean enabled;
+
+       qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+
+       int waterwidth, waterheight;
+       int texturewidth, textureheight;
+
+       int maxwaterplanes; // same as MAX_WATERPLANES
+       int numwaterplanes;
+       r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
+
+       float screenscale[2];
+       float screencenter[2];
+}
+r_waterstate;
+
 // shadow volume bsp struct with automatically growing nodes buffer
 svbsp_t r_svbsp;
 
 rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
+rtexture_t *r_texture_grey128;
 rtexture_t *r_texture_black;
 rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
@@ -147,11 +196,6 @@ rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
 //rtexture_t *r_texture_fogintensity;
 
-// information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
-// currently selected permutation
-r_glsl_permutation_t *r_glsl_permutation;
-
 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
 
@@ -204,39 +248,54 @@ void FOG_clear(void)
                Cvar_Set("gl_foggreen", "0.3");
                Cvar_Set("gl_fogblue", "0.3");
        }
-       r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
+       r_refdef.fog_density = 0;
+       r_refdef.fog_red = 0;
+       r_refdef.fog_green = 0;
+       r_refdef.fog_blue = 0;
+       r_refdef.fog_alpha = 1;
+       r_refdef.fog_start = 0;
+       r_refdef.fog_end = 0;
 }
 
-float FogPoint_World(const vec3_t p)
+float FogForDistance(vec_t dist)
 {
-       int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+       unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
+float FogPoint_World(const vec3_t p)
+{
+       return FogForDistance(VectorDistance((p), r_view.origin));
+}
+
 float FogPoint_Model(const vec3_t p)
 {
-       int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
-       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+       return FogForDistance(VectorDistance((p), rsurface.modelorg));
 }
 
 static void R_BuildBlankTextures(void)
 {
        unsigned char data[4];
-       data[0] = 128; // normal X
+       data[2] = 128; // normal X
        data[1] = 128; // normal Y
-       data[2] = 255; // normal Z
+       data[0] = 255; // normal Z
        data[3] = 128; // height
-       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
        data[0] = 255;
        data[1] = 255;
        data[2] = 255;
        data[3] = 255;
-       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+       data[0] = 128;
+       data[1] = 128;
+       data[2] = 128;
+       data[3] = 255;
+       r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
        data[0] = 0;
        data[1] = 0;
        data[2] = 0;
        data[3] = 255;
-       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildNoTexture(void)
@@ -264,19 +323,14 @@ static void R_BuildNoTexture(void)
                        }
                }
        }
-       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildWhiteCube(void)
 {
        unsigned char data[6*1*1*4];
-       data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
-       data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
-       data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
-       data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
-       data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
-       data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
-       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       memset(data, 255, sizeof(data));
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildNormalizationCube(void)
@@ -329,22 +383,45 @@ static void R_BuildNormalizationCube(void)
                                        break;
                                }
                                intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
+                               data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
                                data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
-                               data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
+                               data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
                                data[side][y][x][3] = 255;
                        }
                }
        }
-       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildFogTexture(void)
 {
        int x, b;
-#define FOGWIDTH 64
+#define FOGWIDTH 256
        unsigned char data1[FOGWIDTH][4];
        //unsigned char data2[FOGWIDTH][4];
+       double d, r, alpha;
+
+       r_refdef.fogmasktable_start = r_refdef.fog_start;
+       r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
+       r_refdef.fogmasktable_range = r_refdef.fogrange;
+       r_refdef.fogmasktable_density = r_refdef.fog_density;
+
+       r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
+       for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+       {
+               d = (x * r - r_refdef.fogmasktable_start);
+               Con_Printf("%f ", d);
+               d = max(0, d);
+               if (r_fog_exp2.integer)
+                       alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
+               else
+                       alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
+               Con_Printf(" : %f ", alpha);
+               alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
+               Con_Printf(" = %f\n", alpha);
+               r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+       }
+
        for (x = 0;x < FOGWIDTH;x++)
        {
                b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
@@ -357,8 +434,16 @@ static void R_BuildFogTexture(void)
                //data2[x][2] = 255 - b;
                //data2[x][3] = 255;
        }
-       r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
-       //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+       if (r_texture_fogattenuation)
+       {
+               R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
+               //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
+       }
+       else
+       {
+               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+               //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+       }
 }
 
 static const char *builtinshaderstring =
@@ -368,31 +453,54 @@ static const char *builtinshaderstring =
 "// 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"
+"# 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"
+"# 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"
+"//#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 CubeVector;\n"
+"//#endif\n"
+"\n"
+"//#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 LightVector;\n"
+"//#else\n"
+"//# ifdef MODE_LIGHTDIRECTION\n"
+"//varying vec3 LightVector;\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
 "varying vec3 EyeVector;\n"
-"#ifdef USEFOG\n"
+"//#ifdef USEFOG\n"
 "varying vec3 EyeVectorModelSpace;\n"
-"#endif\n"
+"//#endif\n"
 "\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
+"//#ifdef MODE_WATER\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"//#else\n"
+"//# ifdef MODE_REFRACTION\n"
+"//varying vec4 ModelViewProjectionPosition;\n"
+"//# else\n"
+"//#  ifdef USEREFLECTION\n"
+"//varying vec4 ModelViewProjectionPosition;\n"
+"//#  endif\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
+"\n"
 "\n"
 "\n"
 "\n"
@@ -410,8 +518,10 @@ static const char *builtinshaderstring =
 "      gl_FrontColor = gl_Color;\n"
 "      // copy the surface texcoord\n"
 "      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"#ifndef MODE_LIGHTSOURCE\n"
+"# ifndef MODE_LIGHTDIRECTION\n"
 "      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"# endif\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
@@ -449,9 +559,25 @@ static const char *builtinshaderstring =
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
 "#endif\n"
 "\n"
-"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
+"//    ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
+"//    //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"//    //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"//#endif\n"
+"\n"
+"// transform vertex to camera space, using ftransform to match non-VS\n"
 "      // rendering\n"
 "      gl_Position = ftransform();\n"
+"\n"
+"#ifdef MODE_WATER\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"#ifdef MODE_REFRACTION\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
 "}\n"
 "\n"
 "#endif // VERTEX_SHADER\n"
@@ -462,7 +588,7 @@ static const char *builtinshaderstring =
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
-"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
+"// 13 textures, we can only use up to 16 on DX9-class hardware\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
 "uniform sampler2D Texture_Gloss;\n"
@@ -474,6 +600,8 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Lightmap;\n"
 "uniform sampler2D Texture_Deluxemap;\n"
 "uniform sampler2D Texture_Glow;\n"
+"uniform sampler2D Texture_Reflection;\n"
+"uniform sampler2D Texture_Refraction;\n"
 "\n"
 "uniform myhvec3 LightColor;\n"
 "uniform myhvec3 AmbientColor;\n"
@@ -483,8 +611,41 @@ static const char *builtinshaderstring =
 "uniform myhvec3 Color_Shirt;\n"
 "uniform myhvec3 FogColor;\n"
 "\n"
+"uniform myhvec4 TintColor;\n"
+"\n"
+"\n"
+"//#ifdef MODE_WATER\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform myhvec4 RefractColor;\n"
+"uniform myhvec4 ReflectColor;\n"
+"uniform myhalf ReflectFactor;\n"
+"uniform myhalf ReflectOffset;\n"
+"//#else\n"
+"//# ifdef MODE_REFRACTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec4 RefractColor;\n"
+"//#  ifdef USEREFLECTION\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//#  endif\n"
+"//# else\n"
+"//#  ifdef USEREFLECTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//#  endif\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
 "uniform myhalf GlowScale;\n"
 "uniform myhalf SceneBrightness;\n"
+"#ifdef USECONTRASTBOOST\n"
+"uniform myhalf ContrastBoostCoeff;\n"
+"#endif\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
 "uniform float OffsetMapping_Bias;\n"
@@ -538,8 +699,45 @@ static const char *builtinshaderstring =
 "      return TexCoord;\n"
 "#endif\n"
 "}\n"
+"#endif // USEOFFSETMAPPING\n"
+"\n"
+"#ifdef MODE_WATER\n"
+"\n"
+"// water pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
+"      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"}\n"
+"\n"
+"#else // MODE_WATER\n"
+"#ifdef MODE_REFRACTION\n"
+"\n"
+"// refraction pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+"      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
+"\n"
+"#else // MODE_REFRACTION\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -564,122 +762,301 @@ static const char *builtinshaderstring =
 "      // compute color intensity for the two textures (colormap and glossmap)\n"
 "      // scale by light color and attenuation as efficiently as possible\n"
 "      // (do as much scalar math as possible rather than vector math)\n"
-"#ifdef USESPECULAR\n"
+"# ifdef USESPECULAR\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
-"#else\n"
-"#ifdef USEDIFFUSE\n"
+"# else\n"
+"#  ifdef USEDIFFUSE\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
-"#else\n"
+"#  else\n"
 "      // calculate directionless shading\n"
 "      color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#endif\n"
-"#endif\n"
+"#  endif\n"
+"# endif\n"
 "\n"
-"#ifdef USECUBEFILTER\n"
+"# ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
 "      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
 "      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
-"#endif\n"
+"# endif\n"
+"#endif // MODE_LIGHTSOURCE\n"
 "\n"
 "\n"
 "\n"
 "\n"
-"#elif defined(MODE_LIGHTDIRECTION)\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
 "      // directional model lighting\n"
-"\n"
+"# ifdef USESPECULAR\n"
 "      // get the surface normal and light normal\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(LightVector);\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\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"
+"# else\n"
+"#  ifdef USEDIFFUSE\n"
+"      // get the surface normal and light normal\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(LightVector);\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+"#  else\n"
+"      color.rgb *= AmbientColor;\n"
+"#  endif\n"
+"# endif\n"
+"\n"
+"      color.a *= TintColor.a;\n"
+"#endif // MODE_LIGHTDIRECTION\n"
 "\n"
 "\n"
 "\n"
 "\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
 "      // get the surface normal and light normal\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "\n"
-"#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"
+"      // calculate directional shading\n"
+"      myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"# ifdef USESPECULAR\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# endif\n"
+"\n"
+"      // apply lightmap color\n"
+"      color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+"\n"
+"      color *= TintColor;\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"\n"
 "      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
-"#endif\n"
 "      // calculate directional shading\n"
 "      myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
-"#ifdef USESPECULAR\n"
+"# ifdef USESPECULAR\n"
 "      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
 "      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#endif\n"
+"# endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
+"      color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+"\n"
+"      color *= TintColor;\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTMAP\n"
+"      // apply lightmap color\n"
+"      color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
+"\n"
+"      color *= TintColor;\n"
+"#endif // MODE_LIGHTMAP\n"
+"\n"
 "\n"
 "\n"
-"#else // MODE none (lightmap)\n"
+"\n"
+"#ifdef MODE_VERTEXCOLOR\n"
 "      // apply lightmap color\n"
-"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
-"#endif // MODE\n"
+"      color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
+"\n"
+"      color *= TintColor;\n"
+"#endif // MODE_VERTEXCOLOR\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_FLATCOLOR\n"
+"      color *= TintColor;\n"
+"#endif // MODE_FLATCOLOR\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "\n"
-"      color *= myhvec4(gl_Color);\n"
 "\n"
 "#ifdef USEGLOW\n"
 "      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
+"#ifdef USECONTRASTBOOST\n"
+"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"#endif\n"
+"\n"
+"      color.rgb *= SceneBrightness;\n"
+"\n"
+"      // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
 "#ifdef USEFOG\n"
-"      // apply fog\n"
 "      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
 "#endif\n"
 "\n"
-"      color.rgb *= SceneBrightness;\n"
+"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
+"#ifdef USEREFLECTION\n"
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
+"#endif\n"
 "\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
+"#endif // MODE_REFRACTION\n"
+"#endif // MODE_WATER\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
 ;
 
+#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
+
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
-const char *permutationinfo[][2] =
+const char *shaderpermutationinfo[][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 USECONTRASTBOOST\n", " contrastboost"},
+       {"#define USEFOG\n", " fog"},
+       {"#define USECUBEFILTER\n", " cubefilter"},
+       {"#define USEGLOW\n", " glow"},
        {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USESPECULAR\n", " specular"},
-       {"#define USECUBEFILTER\n", " cubefilter"},
+       {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {NULL, NULL}
 };
 
-void R_GLSL_CompilePermutation(const char *filename, int permutation)
+// this enum is multiplied by SHADERPERMUTATION_MODEBASE
+typedef enum shadermode_e
+{
+       SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
+       SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
+       SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
+       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
+       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
+       SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+       SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
+       SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
+       SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
+       SHADERMODE_COUNT
+}
+shadermode_t;
+
+// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
+const char *shadermodeinfo[][2] =
+{
+       {"#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"#define MODE_LIGHTMAP\n", " lightmap"},
+       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"#define MODE_REFRACTION\n", " refraction"},
+       {"#define MODE_WATER\n", " water"},
+       {NULL, NULL}
+};
+
+#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
+
+typedef struct r_glsl_permutation_s
+{
+       // indicates if we have tried compiling this permutation already
+       qboolean compiled;
+       // 0 if compilation failed
+       int program;
+       // locations of detected uniforms in program object, or -1 if not found
+       int loc_Texture_Normal;
+       int loc_Texture_Color;
+       int loc_Texture_Gloss;
+       int loc_Texture_Cube;
+       int loc_Texture_Attenuation;
+       int loc_Texture_FogMask;
+       int loc_Texture_Pants;
+       int loc_Texture_Shirt;
+       int loc_Texture_Lightmap;
+       int loc_Texture_Deluxemap;
+       int loc_Texture_Glow;
+       int loc_Texture_Refraction;
+       int loc_Texture_Reflection;
+       int loc_FogColor;
+       int loc_LightPosition;
+       int loc_EyePosition;
+       int loc_LightColor;
+       int loc_Color_Pants;
+       int loc_Color_Shirt;
+       int loc_FogRangeRecip;
+       int loc_AmbientScale;
+       int loc_DiffuseScale;
+       int loc_SpecularScale;
+       int loc_SpecularPower;
+       int loc_GlowScale;
+       int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
+       int loc_OffsetMapping_Scale;
+       int loc_TintColor;
+       int loc_AmbientColor;
+       int loc_DiffuseColor;
+       int loc_SpecularColor;
+       int loc_LightDir;
+       int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+       int loc_DistortScaleRefractReflect;
+       int loc_ScreenScaleRefractReflect;
+       int loc_ScreenCenterRefractReflect;
+       int loc_RefractColor;
+       int loc_ReflectColor;
+       int loc_ReflectFactor;
+       int loc_ReflectOffset;
+}
+r_glsl_permutation_t;
+
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
+// these are additional flags used only by R_GLSL_CompilePermutation
+#define SHADERTYPE_USES_VERTEXSHADER (1<<0)
+#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
+#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
+
+static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
 {
        int i;
        qboolean shaderfound;
-       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
+       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
        int vertstrings_count;
        int geomstrings_count;
        int fragstrings_count;
@@ -699,14 +1076,19 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
        geomstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
-       for (i = 0;permutationinfo[i][0];i++)
+       i = permutation / SHADERPERMUTATION_MODEBASE;
+       vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
+       geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
+       fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
+       strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
+       for (i = 0;shaderpermutationinfo[i][0];i++)
        {
                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));
+                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
+                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
+                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
+                       strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
                }
                else
                {
@@ -720,7 +1102,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
        shaderfound = false;
        if (shaderstring)
        {
-               Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
+               Con_DPrint("from disk... ");
                vertstrings_list[vertstrings_count++] = shaderstring;
                geomstrings_list[geomstrings_count++] = shaderstring;
                fragstrings_list[fragstrings_count++] = shaderstring;
@@ -728,18 +1110,17 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
        }
        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;
                shaderfound = true;
        }
        // clear any lists that are not needed by this shader
-       if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+       if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
                vertstrings_count = 0;
-       if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+       if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
                geomstrings_count = 0;
-       if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+       if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
                fragstrings_count = 0;
        // compile the shader program
        if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
@@ -761,6 +1142,8 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
                p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
                p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
+               p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
                p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
                p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
                p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
@@ -775,10 +1158,19 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
                p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
                p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+               p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
                p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
                p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
                p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
                p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
+               p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
+               p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
+               p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
+               p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
+               p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
+               p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
                // 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);
@@ -791,11 +1183,20 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
                if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
                if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
+               if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
+               if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
                CHECKGLERROR
                qglUseProgramObjectARB(0);CHECKGLERROR
+               if (developer.integer)
+                       Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
        }
        else
-               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+       {
+               if (developer.integer)
+                       Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
+               else
+                       Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
+       }
        if (shaderstring)
                Mem_Free(shaderstring);
 }
@@ -803,16 +1204,40 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 void R_GLSL_Restart_f(void)
 {
        int i;
-       for (i = 0;i < SHADERPERMUTATION_MAX;i++)
+       for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
                if (r_glsl_permutations[i].program)
                        GL_Backend_FreeProgram(r_glsl_permutations[i].program);
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
+void R_GLSL_DumpShader_f(void)
+{
+       int i;
+
+       qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
+       if(!file)
+       {
+               Con_Printf("failed to write to glsl/default.glsl\n");
+               return;
+       }
+
+       FS_Print(file, "// The engine may define the following macros:\n");
+       FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
+       for (i = 0;shadermodeinfo[i][0];i++)
+               FS_Printf(file, "// %s", shadermodeinfo[i][0]);
+       for (i = 0;shaderpermutationinfo[i][0];i++)
+               FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
+       FS_Print(file, "\n");
+       FS_Print(file, builtinshaderstring);
+       FS_Close(file);
+
+       Con_Printf("glsl/default.glsl written\n");
+}
+
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -820,13 +1245,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        // fragment shader on features that are not being used
        const char *shaderfilename = NULL;
        unsigned int permutation = 0;
+       unsigned int shadertype = 0;
+       shadermode_t mode = 0;
        r_glsl_permutation = NULL;
+       shaderfilename = "glsl/default.glsl";
+       shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
        // TODO: implement geometry-shader based shadow volumes someday
-       if (rsurface.rtlight)
+       if (r_glsl_offsetmapping.integer)
+       {
+               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+               if (r_glsl_offsetmapping_reliefmapping.integer)
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+       }
+       if (rsurfacepass == RSURFPASS_BACKGROUND)
+       {
+               // distorted background
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       mode = SHADERMODE_WATER;
+               else
+                       mode = SHADERMODE_REFRACTION;
+       }
+       else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
                // light source
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
@@ -837,18 +1279,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        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_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               // bright unshaded geometry
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               // unshaded geometry (fullbright or ambient model lighting)
+               mode = SHADERMODE_FLATCOLOR;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
@@ -861,54 +1298,73 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
-       else if (modellighting)
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
                // directional model lighting
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+               mode = SHADERMODE_LIGHTDIRECTION;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
+               permutation |= SHADERPERMUTATION_DIFFUSE;
                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(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+       {
+               // ambient model lighting
+               mode = SHADERMODE_LIGHTDIRECTION;
+               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_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else
        {
                // lightmapped wall
-               shaderfilename = "glsl/default.glsl";
-               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
                        if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
-                               permutation |= SHADERPERMUTATION_SPECULAR;
+                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
                else if (r_glsl_deluxemapping.integer >= 2)
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
-                               permutation |= SHADERPERMUTATION_SPECULAR;
+                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+               }
+               else if (rsurface.uselightmaptexture)
+               {
+                       // ordinary lightmapping (q1bsp, q3bsp)
+                       mode = SHADERMODE_LIGHTMAP;
                }
                else
                {
-                       // ordinary lightmapping
-                       permutation |= 0;
+                       // ordinary vertex coloring (q3bsp)
+                       mode = SHADERMODE_VERTEXCOLOR;
                }
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
@@ -916,43 +1372,44 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        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_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
-       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+       permutation |= mode * SHADERPERMUTATION_MODEBASE;
+       if (!r_glsl_permutations[permutation].program)
        {
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
-                       R_GLSL_CompilePermutation(shaderfilename, permutation);
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+               if (!r_glsl_permutations[permutation].compiled)
+                       R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
+               if (!r_glsl_permutations[permutation].program)
                {
                        // remove features until we find a valid permutation
                        unsigned int i;
-                       for (i = SHADERPERMUTATION_MASK;;i>>=1)
+                       for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
                        {
                                if (!i)
-                                       return 0; // utterly failed
+                               {
+                                       Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
+                                       Cvar_SetValueQuick(&r_glsl, 0);
+                                       return 0; // no bit left to clear
+                               }
                                // reduce i more quickly whenever it would not remove any bits
-                               if (permutation < i)
+                               if (!(permutation & i))
                                        continue;
-                               permutation &= i;
-                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
-                                       R_GLSL_CompilePermutation(shaderfilename, permutation);
-                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+                               permutation &= ~i;
+                               if (!r_glsl_permutations[permutation].compiled)
+                                       R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
+                               if (r_glsl_permutations[permutation].program)
                                        break;
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
+       r_glsl_permutation = r_glsl_permutations + permutation;
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       if (mode == SHADERMODE_LIGHTSOURCE)
        {
-               if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
                if (permutation & SHADERPERMUTATION_DIFFUSE)
                {
@@ -970,36 +1427,41 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
                }
        }
-       else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       else if (mode == SHADERMODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
                if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
                if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
                if (r_glsl_permutation->loc_LightDir >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
        }
        else
        {
-               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
-               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
-               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
-       }
-       if (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(rsurface.rtlight->currentcubemap));
-       if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
-       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->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->currentskinframe->glow));
+               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
+       }
+       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
        if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
-       if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
+       if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
+       {
+               // The formula used is actually:
+               //   color.rgb *= SceneBrightness;
+               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+               // I simplify that to
+               //   color.rgb *= [[SceneBrightness * ContrastBoost]];
+               //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
+               // and Black:
+               //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
+               // and do [[calculations]] here in the engine
+               qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
+               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
+       }
+       else
+               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
                // additive passes are only darkened by fog, not tinted
@@ -1026,21 +1488,17 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
        if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
        CHECKGLERROR
        return permutation;
 }
 
-void R_SwitchSurfaceShader(int permutation)
-{
-       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
-       {
-               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
-               CHECKGLERROR
-               qglUseProgramObjectARB(r_glsl_permutation->program);
-               CHECKGLERROR
-       }
-}
-
 #define SKINFRAME_HASH 1024
 
 struct
@@ -1077,24 +1535,47 @@ void R_SkinFrame_Purge(void)
                {
                        if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
                        {
-                               if (s->base == r_texture_notexture)     s->base   = NULL;
-                               if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
-                               if (s->merged == s->base)               s->merged = NULL;
-                               if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
-                               if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
-                               if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
-                               if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
-                               if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
-                               if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
-                               if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
-                               if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
-                               if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
+                               if (s->merged == s->base)
+                                       s->merged = NULL;
+                               // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
+                               R_PurgeTexture(s->stain );s->stain  = NULL;
+                               R_PurgeTexture(s->merged);s->merged = NULL;
+                               R_PurgeTexture(s->base  );s->base   = NULL;
+                               R_PurgeTexture(s->pants );s->pants  = NULL;
+                               R_PurgeTexture(s->shirt );s->shirt  = NULL;
+                               R_PurgeTexture(s->nmap  );s->nmap   = NULL;
+                               R_PurgeTexture(s->gloss );s->gloss  = NULL;
+                               R_PurgeTexture(s->glow  );s->glow   = NULL;
+                               R_PurgeTexture(s->fog   );s->fog    = NULL;
                                s->loadsequence = 0;
                        }
                }
        }
 }
 
+skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
+       skinframe_t *item;
+       char basename[MAX_QPATH];
+
+       Image_StripImageExtension(name, basename, sizeof(basename));
+
+       if( last == NULL ) {
+               int hashindex;
+               hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+               item = r_skinframe.hash[hashindex];
+       } else {
+               item = last->next;
+       }
+
+       // linearly search through the hash bucket
+       for( ; item ; item = item->next ) {
+               if( !strcmp( item->basename, basename ) ) {
+                       return item;
+               }
+       }
+       return NULL;
+}
+
 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
 {
        skinframe_t *item;
@@ -1107,13 +1588,17 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
        for (item = r_skinframe.hash[hashindex];item;item = item->next)
                if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
                        break;
-       if (!item)
-       {
-               if (!add)
+
+       if (!item) {
+               rtexture_t *dyntexture;
+               // check whether its a dynamic texture
+               dyntexture = CL_GetDynTexture( basename );
+               if (!add && !dyntexture)
                        return NULL;
                item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
                memset(item, 0, sizeof(*item));
                strlcpy(item->basename, basename, sizeof(item->basename));
+               item->base = dyntexture; // either NULL or dyntexture handle
                item->textureflags = textureflags;
                item->comparewidth = comparewidth;
                item->compareheight = compareheight;
@@ -1121,6 +1606,15 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                item->next = r_skinframe.hash[hashindex];
                r_skinframe.hash[hashindex] = item;
        }
+       else if( item->base == NULL )
+       {
+               rtexture_t *dyntexture;
+               // check whether its a dynamic texture
+               // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
+               dyntexture = CL_GetDynTexture( basename );
+               item->base = dyntexture; // either NULL or dyntexture handle
+       }
+
        R_SkinFrame_MarkUsed(item);
        return item;
 }
@@ -1152,7 +1646,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe && skinframe->base)
                return skinframe;
 
-       basepixels = loadimagepixels(name, complain, 0, 0);
+       basepixels = loadimagepixelsbgra(name, complain, true);
        if (basepixels == NULL)
                return NULL;
 
@@ -1171,7 +1665,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 
        basepixels_width = image_width;
        basepixels_height = image_height;
-       skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+       skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
 
        if (textureflags & TEXF_ALPHA)
        {
@@ -1189,7 +1683,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                                pixels[j+2] = 255;
                                pixels[j+3] = basepixels[j+3];
                        }
-                       skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                }
        }
@@ -1197,35 +1691,35 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // _norm is the name used by tenebrae and has been adopted as standard
        if (loadnormalmap)
        {
-               if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
                {
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
-               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
-                       Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
                else if (r_shadow_bumpscale_basetexture.value > 0)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
-                       Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                }
        }
        // _luma is supported for tenebrae compatibility
        // (I think it's a very stupid name, but oh well)
        // _glow is the preferred name
-       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
 
        if (basepixels)
                Mem_Free(basepixels);
@@ -1247,7 +1741,8 @@ static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int
        return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
 }
 
-skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+// this is only used by .spr32 sprites, HL .spr files, HL .bsp files
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
 {
        int i;
        unsigned char *temp1, *temp2;
@@ -1257,7 +1752,7 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
-       skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
+       skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
        if (skinframe && skinframe->base)
                return skinframe;
 
@@ -1275,77 +1770,95 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo
        if (!skindata)
                return NULL;
 
-       if (bitsperpixel == 32)
+       if (r_shadow_bumpscale_basetexture.value > 0)
        {
-               if (r_shadow_bumpscale_basetexture.value > 0)
-               {
-                       temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
-                       temp2 = temp1 + width * height * 4;
-                       Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
-                       Mem_Free(temp1);
-               }
-               skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
-               if (textureflags & TEXF_ALPHA)
-               {
-                       for (i = 3;i < width * height * 4;i += 4)
-                               if (skindata[i] < 255)
-                                       break;
-                       if (i < width * height * 4)
-                       {
-                               unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
-                               memcpy(fogpixels, skindata, width * height * 4);
-                               for (i = 0;i < width * height * 4;i += 4)
-                                       fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
-                               skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
-                               Mem_Free(fogpixels);
-                       }
-               }
+               temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+               temp2 = temp1 + width * height * 4;
+               Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
+               Mem_Free(temp1);
        }
-       else if (bitsperpixel == 8)
+       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
+       if (textureflags & TEXF_ALPHA)
        {
-               if (r_shadow_bumpscale_basetexture.value > 0)
-               {
-                       temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
-                       temp2 = temp1 + width * height * 4;
-                       if (bitsperpixel == 32)
-                               Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-                       else
-                       {
-                               // use either a custom palette or the quake palette
-                               Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
-                               Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-                       }
-                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
-                       Mem_Free(temp1);
-               }
-               // use either a custom palette, or the quake palette
-               skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
-               if (!palette && loadglowtexture)
-                       skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
-               if (!palette && loadpantsandshirt)
+               for (i = 3;i < width * height * 4;i += 4)
+                       if (skindata[i] < 255)
+                               break;
+               if (i < width * height * 4)
                {
-                       skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
-                       skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
-               }
-               if (skinframe->pants || skinframe->shirt)
-                       skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
-               if (textureflags & TEXF_ALPHA)
-               {
-                       // if not using a custom alphapalette, use the quake one
-                       if (!alphapalette)
-                               alphapalette = palette_alpha;
-                       for (i = 0;i < width * height;i++)
-                               if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
-                                       break;
-                       if (i < width * height)
-                               skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
+                       unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+                       memcpy(fogpixels, skindata, width * height * 4);
+                       for (i = 0;i < width * height * 4;i += 4)
+                               fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
+                       Mem_Free(fogpixels);
                }
        }
 
        return skinframe;
 }
 
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
+{
+       int i;
+       unsigned char *temp1, *temp2;
+       skinframe_t *skinframe;
+
+       if (cls.state == ca_dedicated)
+               return NULL;
+
+       // if already loaded just return it, otherwise make a new skinframe
+       skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
+       if (skinframe && skinframe->base)
+               return skinframe;
+
+       skinframe->stain = NULL;
+       skinframe->merged = NULL;
+       skinframe->base = r_texture_notexture;
+       skinframe->pants = NULL;
+       skinframe->shirt = NULL;
+       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->gloss = NULL;
+       skinframe->glow = NULL;
+       skinframe->fog = NULL;
+
+       // if no data was provided, then clearly the caller wanted to get a blank skinframe
+       if (!skindata)
+               return NULL;
+
+       if (r_shadow_bumpscale_basetexture.value > 0)
+       {
+               temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+               temp2 = temp1 + width * height * 4;
+               // use either a custom palette or the quake palette
+               Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
+               Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
+               Mem_Free(temp1);
+       }
+       // use either a custom palette, or the quake palette
+       skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
+       if (loadglowtexture)
+               skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
+       if (loadpantsandshirt)
+       {
+               skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
+               skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
+       }
+       if (skinframe->pants || skinframe->shirt)
+               skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
+       if (textureflags & TEXF_ALPHA)
+       {
+               for (i = 0;i < width * height;i++)
+                       if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
+                               break;
+               if (i < width * height)
+                       skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
+       }
+
+       return skinframe;
+}
+
 skinframe_t *R_SkinFrame_LoadMissing(void)
 {
        skinframe_t *skinframe;
@@ -1369,18 +1882,6 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
 
 void gl_main_start(void)
 {
-       int x;
-       double r, alpha;
-
-       r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
-       for (x = 0;x < FOGMASKTABLEWIDTH;x++)
-       {
-               alpha = 1 - exp(r / ((double)x*(double)x));
-               if (x == FOGMASKTABLEWIDTH - 1)
-                       alpha = 0;
-               r_refdef.fogmasktable[x] = bound(0, alpha, 1);
-       }
-
        memset(r_qwskincache, 0, sizeof(r_qwskincache));
        memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
 
@@ -1397,8 +1898,10 @@ void gl_main_start(void)
                R_BuildWhiteCube();
                R_BuildNormalizationCube();
        }
-       R_BuildFogTexture();
+       r_texture_fogattenuation = NULL;
+       //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+       memset(&r_waterstate, 0, sizeof(r_waterstate));
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
        memset(&r_svbsp, 0, sizeof (r_svbsp));
 }
@@ -1418,10 +1921,14 @@ void gl_main_shutdown(void)
        R_FreeTexturePool(&r_main_texturepool);
        r_texture_blanknormalmap = NULL;
        r_texture_white = NULL;
+       r_texture_grey128 = NULL;
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
+       r_texture_fogattenuation = NULL;
+       //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+       memset(&r_waterstate, 0, sizeof(r_waterstate));
        R_GLSL_Restart_f();
 }
 
@@ -1455,6 +1962,7 @@ void GL_Main_Init(void)
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
 
        Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+       Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
        // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
        if (gamemode == GAME_NEHAHRA)
        {
@@ -1465,6 +1973,7 @@ void GL_Main_Init(void)
                Cvar_RegisterVariable (&gl_fogblue);
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
+               Cvar_RegisterVariable (&gl_skyclip);
        }
        Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_nearclip);
@@ -1493,14 +2002,23 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows);
        Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
+       Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
+       Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
+       Cvar_RegisterVariable(&r_fog_exp2);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
+       Cvar_RegisterVariable(&r_water);
+       Cvar_RegisterVariable(&r_water_resolutionmultiplier);
+       Cvar_RegisterVariable(&r_water_clippingplanebias);
+       Cvar_RegisterVariable(&r_water_refractdistort);
+       Cvar_RegisterVariable(&r_water_reflectdistort);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_lerplightstyles);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
        Cvar_RegisterVariable(&r_bloom_colorscale);
@@ -1511,6 +2029,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
+       Cvar_RegisterVariable(&r_glsl_contrastboost);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
@@ -1521,6 +2040,11 @@ void GL_Main_Init(void)
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+       Cvar_RegisterVariable(&r_track_sprites);
+       Cvar_RegisterVariable(&r_track_sprites_flags);
+       Cvar_RegisterVariable(&r_track_sprites_scalew);
+       Cvar_RegisterVariable(&r_track_sprites_scaleh);
 }
 
 extern void R_Textures_Init(void);
@@ -1529,7 +2053,6 @@ extern void GL_Main_Init(void);
 extern void R_Shadow_Init(void);
 extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
-extern void R_Light_Init(void);
 extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
 extern void gl_backend_init(void);
@@ -1547,7 +2070,6 @@ void Render_Init(void)
        R_Sky_Init();
        GL_Surf_Init();
        Sbar_Init();
-       R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
        R_LightningBeams_Init();
@@ -1577,8 +2099,11 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int i;
        mplane_t *p;
-       for (i = 0;i < 4;i++)
+       for (i = 0;i < r_view.numfrustumplanes;i++)
        {
+               // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
+               if (i == 4)
+                       continue;
                p = r_view.frustum + i;
                switch(p->signbits)
                {
@@ -1669,43 +2194,6 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 //==================================================================================
 
-static void R_UpdateEntityLighting(entity_render_t *ent)
-{
-       vec3_t tempdiffusenormal;
-
-       // fetch the lighting from the worldmodel data
-       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
-       VectorClear(ent->modellight_diffuse);
-       VectorClear(tempdiffusenormal);
-       if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
-       {
-               vec3_t org;
-               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
-       }
-       else // highly rare
-               VectorSet(ent->modellight_ambient, 1, 1, 1);
-
-       // move the light direction into modelspace coordinates for lighting code
-       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
-       if(VectorLength2(ent->modellight_lightdir) > 0)
-       {
-               VectorNormalize(ent->modellight_lightdir);
-       }
-       else
-       {
-               VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
-       }
-
-       // scale ambient and directional light contributions according to rendering variables
-       ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
-       ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
-       ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
-       ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
-}
-
 static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
@@ -1714,14 +2202,15 @@ static void R_View_UpdateEntityVisible (void)
        if (!r_drawentities.integer)
                return;
 
-       renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+       renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
        if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
                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) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+
                }
                if(r_cullentities_trace.integer)
                {
@@ -1744,13 +2233,9 @@ 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);
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
-
-       // 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
@@ -1776,8 +2261,8 @@ int R_DrawBrushModelsSky (void)
        return sky;
 }
 
-void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels(void)
+static void R_DrawNoModel(entity_render_t *ent);
+static void R_DrawModels(void)
 {
        int i;
        entity_render_t *ent;
@@ -1798,7 +2283,7 @@ void R_DrawModels(void)
        }
 }
 
-void R_DrawModelsDepth(void)
+static void R_DrawModelsDepth(void)
 {
        int i;
        entity_render_t *ent;
@@ -1811,14 +2296,50 @@ void R_DrawModelsDepth(void)
                if (!r_viewcache.entityvisible[i])
                        continue;
                ent = r_refdef.entities[i];
-               r_refdef.stats.entities++;
                if (ent->model && ent->model->DrawDepth != NULL)
                        ent->model->DrawDepth(ent);
        }
 }
 
+static void R_DrawModelsDebug(void)
+{
+       int i;
+       entity_render_t *ent;
+
+       if (!r_drawentities.integer)
+               return;
+
+       for (i = 0;i < r_refdef.numentities;i++)
+       {
+               if (!r_viewcache.entityvisible[i])
+                       continue;
+               ent = r_refdef.entities[i];
+               if (ent->model && ent->model->DrawDebug != NULL)
+                       ent->model->DrawDebug(ent);
+       }
+}
+
+static void R_DrawModelsAddWaterPlanes(void)
+{
+       int i;
+       entity_render_t *ent;
+
+       if (!r_drawentities.integer)
+               return;
+
+       for (i = 0;i < r_refdef.numentities;i++)
+       {
+               if (!r_viewcache.entityvisible[i])
+                       continue;
+               ent = r_refdef.entities[i];
+               if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
+                       ent->model->DrawAddWaterPlanes(ent);
+       }
+}
+
 static void R_View_SetFrustum(void)
 {
+       int i;
        double slopex, slopey;
 
        // break apart the view matrix into vectors for various purposes
@@ -1887,35 +2408,59 @@ static void R_View_SetFrustum(void)
        r_view.frustum[5].dist = m[15] + m[14];
 #endif
 
+       if (r_view.useperspective)
+       {
+               slopex = 1.0 / r_view.frustum_x;
+               slopey = 1.0 / r_view.frustum_y;
+               VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+               VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
+               VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
+               VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
+               VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+               // Leaving those out was a mistake, those were in the old code, and they
+               // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
+               // I couldn't reproduce it after adding those normalizations. --blub
+               VectorNormalize(r_view.frustum[0].normal);
+               VectorNormalize(r_view.frustum[1].normal);
+               VectorNormalize(r_view.frustum[2].normal);
+               VectorNormalize(r_view.frustum[3].normal);
+
+               // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
+               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
+               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
+               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
+               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
+               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       }
+       else
+       {
+               VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
+               VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
+               VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
+               VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
+               VectorCopy(r_view.forward, r_view.frustum[4].normal);
+               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
+               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
+               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
+               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
+               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       }
+       r_view.numfrustumplanes = 5;
 
+       if (r_view.useclipplane)
+       {
+               r_view.numfrustumplanes = 6;
+               r_view.frustum[5] = r_view.clipplane;
+       }
 
-       slopex = 1.0 / r_view.frustum_x;
-       slopey = 1.0 / r_view.frustum_y;
-       VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
-       VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
-       VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
-       VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
-       VectorCopy(r_view.forward, r_view.frustum[4].normal);
-       VectorNormalize(r_view.frustum[0].normal);
-       VectorNormalize(r_view.frustum[1].normal);
-       VectorNormalize(r_view.frustum[2].normal);
-       VectorNormalize(r_view.frustum[3].normal);
-       r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
-       r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
-       r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
-       r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
-       r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
-       PlaneClassify(&r_view.frustum[0]);
-       PlaneClassify(&r_view.frustum[1]);
-       PlaneClassify(&r_view.frustum[2]);
-       PlaneClassify(&r_view.frustum[3]);
-       PlaneClassify(&r_view.frustum[4]);
-
-       // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+       for (i = 0;i < r_view.numfrustumplanes;i++)
+               PlaneClassify(r_view.frustum + i);
 
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
@@ -1950,18 +2495,30 @@ static void R_View_SetFrustum(void)
 void R_View_Update(void)
 {
        R_View_SetFrustum();
-       R_View_WorldVisibility();
+       R_View_WorldVisibility(r_view.useclipplane);
        R_View_UpdateEntityVisible();
 }
 
-void R_SetupView(const matrix4x4_t *matrix)
+void R_SetupView(void)
 {
-       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+       if (!r_view.useperspective)
+               GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+       else 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(matrix);
+       GL_SetupView_Orientation_FromEntity(&r_view.matrix);
+
+       if (r_view.useclipplane)
+       {
+               // LordHavoc: couldn't figure out how to make this approach the
+               vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
+               vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
+               if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
+                       dist = r_view.clipplane.dist;
+               GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
+       }
 }
 
 void R_ResetViewRendering2D(void)
@@ -1987,7 +2544,7 @@ void R_ResetViewRendering2D(void)
        GL_DepthTest(false);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(0, 0);
        qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
@@ -2008,7 +2565,7 @@ void R_ResetViewRendering3D(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
-       R_SetupView(&r_view.matrix);
+       R_SetupView();
        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);
@@ -2020,14 +2577,14 @@ void R_ResetViewRendering3D(void)
        GL_DepthTest(true);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        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
+       GL_CullFace(r_view.cullface_back);
 }
 
 /*
@@ -2091,7 +2648,230 @@ void R_ResetViewRendering3D(void)
 "#endif // FRAGMENT_SHADER\n"
 */
 
-void R_RenderScene(void);
+void R_RenderScene(qboolean addwaterplanes);
+
+static void R_Water_StartFrame(void)
+{
+       int i;
+       int waterwidth, waterheight, texturewidth, textureheight;
+       r_waterstate_waterplane_t *p;
+
+       // set waterwidth and waterheight to the water resolution that will be
+       // used (often less than the screen resolution for faster rendering)
+       waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
+       waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
+
+       // calculate desired texture sizes
+       // can't use water if the card does not support the texture size
+       if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+               texturewidth = textureheight = waterwidth = waterheight = 0;
+       else if (gl_support_arb_texture_non_power_of_two)
+       {
+               texturewidth = waterwidth;
+               textureheight = waterheight;
+       }
+       else
+       {
+               for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
+               for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
+       }
+
+       // allocate textures as needed
+       if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+       {
+               r_waterstate.maxwaterplanes = MAX_WATERPLANES;
+               for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
+               {
+                       if (p->texture_refraction)
+                               R_FreeTexture(p->texture_refraction);
+                       p->texture_refraction = NULL;
+                       if (p->texture_reflection)
+                               R_FreeTexture(p->texture_reflection);
+                       p->texture_reflection = NULL;
+               }
+               memset(&r_waterstate, 0, sizeof(r_waterstate));
+               r_waterstate.waterwidth = waterwidth;
+               r_waterstate.waterheight = waterheight;
+               r_waterstate.texturewidth = texturewidth;
+               r_waterstate.textureheight = textureheight;
+       }
+
+       if (r_waterstate.waterwidth)
+       {
+               r_waterstate.enabled = true;
+
+               // set up variables that will be used in shader setup
+               r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+               r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
+               r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+               r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
+       }
+
+       r_waterstate.maxwaterplanes = MAX_WATERPLANES;
+       r_waterstate.numwaterplanes = 0;
+}
+
+static void R_Water_AddWaterPlane(msurface_t *surface)
+{
+       int triangleindex, planeindex;
+       const int *e;
+       vec3_t vert[3];
+       vec3_t normal;
+       vec3_t center;
+       r_waterstate_waterplane_t *p;
+       // just use the first triangle with a valid normal for any decisions
+       VectorClear(normal);
+       for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+       {
+               Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
+               Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
+               Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
+               TriangleNormal(vert[0], vert[1], vert[2], normal);
+               if (VectorLength2(normal) >= 0.001)
+                       break;
+       }
+
+       // find a matching plane if there is one
+       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+               if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
+                       break;
+       if (planeindex >= r_waterstate.maxwaterplanes)
+               return; // nothing we can do, out of planes
+
+       // if this triangle does not fit any known plane rendered this frame, add one
+       if (planeindex >= r_waterstate.numwaterplanes)
+       {
+               // store the new plane
+               r_waterstate.numwaterplanes++;
+               VectorCopy(normal, p->plane.normal);
+               VectorNormalize(p->plane.normal);
+               p->plane.dist = DotProduct(vert[0], p->plane.normal);
+               PlaneClassify(&p->plane);
+               // flip the plane if it does not face the viewer
+               if (PlaneDiff(r_view.origin, &p->plane) < 0)
+               {
+                       VectorNegate(p->plane.normal, p->plane.normal);
+                       p->plane.dist *= -1;
+                       PlaneClassify(&p->plane);
+               }
+               // clear materialflags and pvs
+               p->materialflags = 0;
+               p->pvsvalid = false;
+       }
+       // merge this surface's materialflags into the waterplane
+       p->materialflags |= surface->texture->currentframe->currentmaterialflags;
+       // merge this surface's PVS into the waterplane
+       VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
+       if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
+        && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
+       {
+               r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
+               p->pvsvalid = true;
+       }
+}
+
+static void R_Water_ProcessPlanes(void)
+{
+       r_view_t originalview;
+       int planeindex;
+       r_waterstate_waterplane_t *p;
+
+       originalview = r_view;
+
+       // make sure enough textures are allocated
+       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       {
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+               {
+                       if (!p->texture_refraction)
+                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                       if (!p->texture_refraction)
+                               goto error;
+               }
+
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+               {
+                       if (!p->texture_reflection)
+                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                       if (!p->texture_reflection)
+                               goto error;
+               }
+       }
+
+       // render views
+       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       {
+               r_view.showdebug = false;
+               r_view.width = r_waterstate.waterwidth;
+               r_view.height = r_waterstate.waterheight;
+               r_view.useclipplane = true;
+               r_waterstate.renderingscene = true;
+
+               // render the normal view scene and copy into texture
+               // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+               {
+                       r_view.clipplane = p->plane;
+                       VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
+                       r_view.clipplane.dist = -r_view.clipplane.dist;
+                       PlaneClassify(&r_view.clipplane);
+
+                       R_RenderScene(false);
+
+                       // copy view into the screen texture
+                       R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
+                       GL_ActiveTexture(0);
+                       CHECKGLERROR
+                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+               }
+
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+               {
+                       // render reflected scene and copy into texture
+                       Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
+                       r_view.clipplane = p->plane;
+                       // reverse the cullface settings for this render
+                       r_view.cullface_front = GL_FRONT;
+                       r_view.cullface_back = GL_BACK;
+                       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
+                       {
+                               r_view.usecustompvs = true;
+                               if (p->pvsvalid)
+                                       memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+                               else
+                                       memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+                       }
+
+                       R_ResetViewRendering3D();
+                       R_ClearScreen(r_refdef.fogenabled);
+                       if (r_timereport_active)
+                               R_TimeReport("viewclear");
+
+                       R_RenderScene(false);
+
+                       R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
+                       GL_ActiveTexture(0);
+                       CHECKGLERROR
+                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+
+                       R_ResetViewRendering3D();
+                       R_ClearScreen(r_refdef.fogenabled);
+                       if (r_timereport_active)
+                               R_TimeReport("viewclear");
+               }
+
+               r_view = originalview;
+               r_view.clear = true;
+               r_waterstate.renderingscene = false;
+       }
+       return;
+error:
+       r_view = originalview;
+       r_waterstate.renderingscene = false;
+       Cvar_SetValueQuick(&r_water, 0);
+       Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
+       return;
+}
 
 void R_Bloom_StartFrame(void)
 {
@@ -2156,7 +2936,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.screentexturewidth = screentexturewidth;
                r_bloomstate.screentextureheight = screentextureheight;
                if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
-                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
        }
        if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
        {
@@ -2166,7 +2946,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
                if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
-                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
        }
 
        // set up a texcoord array for the full resolution screen image
@@ -2250,7 +3030,7 @@ void R_Bloom_MakeTexture(void)
        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;)
+       for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
        {
                x *= 2;
                r = bound(0, r_bloom_colorexponent.value / x, 1);
@@ -2346,7 +3126,9 @@ void R_Bloom_MakeTexture(void)
 void R_HDR_RenderBloomTexture(void)
 {
        int oldwidth, oldheight;
+       float oldcolorscale;
 
+       oldcolorscale = r_view.colorscale;
        oldwidth = r_view.width;
        oldheight = r_view.height;
        r_view.width = r_bloomstate.bloomwidth;
@@ -2356,26 +3138,32 @@ void R_HDR_RenderBloomTexture(void)
        // 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_view.showdebug = false;
+       r_view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
+
+       R_ClearScreen(r_refdef.fogenabled);
+       if (r_timereport_active)
+               R_TimeReport("HDRclear");
+
+       r_waterstate.numwaterplanes = 0;
+       R_RenderScene(r_waterstate.enabled);
+       r_view.showdebug = true;
 
        R_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;
+       r_view.colorscale = oldcolorscale;
+
+       R_ResetViewRendering3D();
+
+       R_ClearScreen(r_refdef.fogenabled);
+       if (r_timereport_active)
+               R_TimeReport("viewclear");
 }
 
 static void R_BlendView(void)
@@ -2442,10 +3230,37 @@ static void R_BlendView(void)
        }
 }
 
-void R_RenderScene(void);
+void R_RenderScene(qboolean addwaterplanes);
 
 matrix4x4_t r_waterscrollmatrix;
 
+void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
+{
+       if (r_refdef.fog_density)
+       {
+               r_refdef.fogcolor[0] = r_refdef.fog_red;
+               r_refdef.fogcolor[1] = r_refdef.fog_green;
+               r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+               {
+                       vec3_t fogvec;
+                       VectorCopy(r_refdef.fogcolor, fogvec);
+                       //   color.rgb *= SceneBrightness;
+                       if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
+                       {
+                               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+                               fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+                               fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+                               fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+                       }
+                       VectorScale(fogvec, r_view.colorscale, fogvec);
+                       r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+                       r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+                       r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+               }
+       }
+}
+
 void R_UpdateVariables(void)
 {
        R_Textures_Frame();
@@ -2485,6 +3300,9 @@ void R_UpdateVariables(void)
                        r_refdef.fog_red = gl_fogred.value;
                        r_refdef.fog_green = gl_foggreen.value;
                        r_refdef.fog_blue = gl_fogblue.value;
+                       r_refdef.fog_alpha = 1;
+                       r_refdef.fog_start = 0;
+                       r_refdef.fog_end = gl_skyclip.value;
                }
                else if (r_refdef.oldgl_fogenable)
                {
@@ -2493,24 +3311,35 @@ void R_UpdateVariables(void)
                        r_refdef.fog_red = 0;
                        r_refdef.fog_green = 0;
                        r_refdef.fog_blue = 0;
+                       r_refdef.fog_alpha = 0;
+                       r_refdef.fog_start = 0;
+                       r_refdef.fog_end = 0;
                }
        }
-       if (r_refdef.fog_density)
-       {
-               r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
-               r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
-               r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
-       }
+
+       r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
+       r_refdef.fog_start = max(0, r_refdef.fog_start);
+       r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
+
+       R_UpdateFogColor();
+
        if (r_refdef.fog_density)
        {
                r_refdef.fogenabled = true;
                // this is the point where the fog reaches 0.9986 alpha, which we
                // consider a good enough cutoff point for the texture
                // (0.9986 * 256 == 255.6)
-               r_refdef.fogrange = 400 / r_refdef.fog_density;
+               if (r_fog_exp2.integer)
+                       r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
+               else
+                       r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
+               r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
                r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
                r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
                // fog color was already set
+               // update the fog texture
+               if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
+                       R_BuildFogTexture();
        }
        else
                r_refdef.fogenabled = false;
@@ -2526,30 +3355,35 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
+       r_view.colorscale = r_hdr_scenebrightness.value;
+
        R_Shadow_UpdateWorldLightSelection();
 
-       CHECKGLERROR
-       if (r_timereport_active)
-               R_TimeReport("setup");
+       R_Bloom_StartFrame();
+       R_Water_StartFrame();
 
-       R_View_Update();
+       CHECKGLERROR
        if (r_timereport_active)
-               R_TimeReport("visibility");
+               R_TimeReport("viewsetup");
 
        R_ResetViewRendering3D();
 
-       R_ClearScreen();
-       if (r_timereport_active)
-               R_TimeReport("clear");
+       if (r_view.clear || r_refdef.fogenabled)
+       {
+               R_ClearScreen(r_refdef.fogenabled);
+               if (r_timereport_active)
+                       R_TimeReport("viewclear");
+       }
+       r_view.clear = true;
 
-       R_Bloom_StartFrame();
+       r_view.showdebug = true;
 
        // this produces a bloom texture to be used in R_BlendView() later
        if (r_hdr.integer)
                R_HDR_RenderBloomTexture();
 
-       r_view.colorscale = r_hdr_scenebrightness.value;
-       R_RenderScene();
+       r_waterstate.numwaterplanes = 0;
+       R_RenderScene(r_waterstate.enabled);
 
        R_BlendView();
        if (r_timereport_active)
@@ -2566,18 +3400,52 @@ extern void R_DrawPortals (void);
 extern cvar_t cl_locs_show;
 static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
-void R_RenderScene(void)
+void R_RenderScene(qboolean addwaterplanes)
 {
+       R_UpdateFogColor();
+
+       if (addwaterplanes)
+       {
+               R_ResetViewRendering3D();
+
+               R_View_Update();
+               if (r_timereport_active)
+                       R_TimeReport("watervis");
+
+               if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
+               {
+                       r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
+                       if (r_timereport_active)
+                               R_TimeReport("waterworld");
+               }
+
+               // don't let sound skip if going slow
+               if (r_refdef.extraupdate)
+                       S_ExtraUpdate ();
+
+               R_DrawModelsAddWaterPlanes();
+               if (r_timereport_active)
+                       R_TimeReport("watermodels");
+
+               R_Water_ProcessPlanes();
+               if (r_timereport_active)
+                       R_TimeReport("waterscenes");
+       }
+
+       R_ResetViewRendering3D();
+
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       R_ResetViewRendering3D();
-
        R_MeshQueue_BeginScene();
 
        R_SkyStartFrame();
 
+       R_View_Update();
+       if (r_timereport_active)
+               R_TimeReport("visibility");
+
        Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
 
        if (cl.csqc_vidvars.drawworld)
@@ -2654,6 +3522,10 @@ void R_RenderScene(void)
                if (r_timereport_active)
                        R_TimeReport("lightning");
 
+               R_DrawDecals();
+               if (r_timereport_active)
+                       R_TimeReport("decals");
+
                R_DrawParticles();
                if (r_timereport_active)
                        R_TimeReport("particles");
@@ -2669,25 +3541,28 @@ void R_RenderScene(void)
        }
        VM_CL_AddPolygonsToMeshQueue();
 
-       if (cl_locs_show.integer)
+       if (r_view.showdebug)
        {
-               R_DrawLocs();
-               if (r_timereport_active)
-                       R_TimeReport("showlocs");
-       }
+               if (cl_locs_show.integer)
+               {
+                       R_DrawLocs();
+                       if (r_timereport_active)
+                               R_TimeReport("showlocs");
+               }
 
-       if (r_drawportals.integer)
-       {
-               R_DrawPortals();
-               if (r_timereport_active)
-                       R_TimeReport("portals");
-       }
+               if (r_drawportals.integer)
+               {
+                       R_DrawPortals();
+                       if (r_timereport_active)
+                               R_TimeReport("portals");
+               }
 
-       if (r_showbboxes.value > 0)
-       {
-               R_DrawEntityBBoxes();
-               if (r_timereport_active)
-                       R_TimeReport("bboxes");
+               if (r_showbboxes.value > 0)
+               {
+                       R_DrawEntityBBoxes();
+                       if (r_timereport_active)
+                               R_TimeReport("bboxes");
+               }
        }
 
        if (gl_support_fragment_shader)
@@ -2703,6 +3578,21 @@ void R_RenderScene(void)
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
 
+       if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
+       {
+               r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
+               if (r_timereport_active)
+                       R_TimeReport("worlddebug");
+               R_DrawModelsDebug();
+               if (r_timereport_active)
+                       R_TimeReport("modeldebug");
+       }
+
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+
        if (cl.csqc_vidvars.drawworld)
        {
                R_DrawCoronas();
@@ -2734,6 +3624,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
 
@@ -2787,7 +3678,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                color[3] *= r_showbboxes.value;
                color[3] = bound(0, color[3], 1);
                GL_DepthTest(!r_showdisabledepthtest.integer);
-               GL_CullFace(GL_BACK);
+               GL_CullFace(r_view.cullface_front);
                R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
        }
        SV_VM_End();
@@ -2870,8 +3761,9 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
        R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
        if (r_refdef.fogenabled)
        {
@@ -2959,13 +3851,14 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        {
                scalex1 = -scalex1;
                scalex2 = -scalex2;
-               GL_CullFace(GL_BACK);
+               GL_CullFace(r_view.cullface_front);
        }
        else
-               GL_CullFace(GL_FRONT);
+               GL_CullFace(r_view.cullface_back);
 
        GL_DepthMask(false);
        GL_DepthRange(0, depthshort ? 0.0625 : 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!depthdisable);
 
        vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
@@ -2995,7 +3888,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
                fog = 1 - fog;
-               GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
+               GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
                R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
@@ -3098,30 +3991,6 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
-static void R_DrawCollisionBrush(const colbrushf_t *brush)
-{
-       int i;
-       R_Mesh_VertexPointer(brush->points->v, 0, 0);
-       i = (int)(((size_t)brush) / sizeof(colbrushf_t));
-       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, 0, 0);
-       GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
-{
-       int i;
-       if (!surface->num_collisiontriangles)
-               return;
-       R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
-       i = (int)(((size_t)surface) / sizeof(msurface_t));
-       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, 0, 0);
-       GL_LockArrays(0, 0);
-}
-
 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
 {
        texturelayer_t *layer;
@@ -3138,10 +4007,46 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->color[3] = a;
 }
 
+static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+       double index, f;
+       index = parms[2] + r_refdef.time * parms[3];
+       index -= floor(index);
+       switch (func)
+       {
+       default:
+       case Q3WAVEFUNC_NONE:
+       case Q3WAVEFUNC_NOISE:
+       case Q3WAVEFUNC_COUNT:
+               f = 0;
+               break;
+       case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
+       case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
+       case Q3WAVEFUNC_SAWTOOTH: f = index;break;
+       case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
+       case Q3WAVEFUNC_TRIANGLE:
+               index *= 4;
+               f = index - floor(index);
+               if (index < 1)
+                       f = f;
+               else if (index < 2)
+                       f = 1 - f;
+               else if (index < 3)
+                       f = -f;
+               else
+                       f = -(1 - f);
+               break;
+       }
+       return (float)(parms[0] + parms[1] * f);
+}
+
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
        int i;
        model_t *model = ent->model;
+       float f;
+       float tcmat[12];
+       q3shaderinfo_layer_tcmod_t *tcmod;
 
        // switch to an alternate material if this is a q1bsp animated material
        {
@@ -3162,7 +4067,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                        // use an alternate animation if the entity's frame is not 0,
                        // and only if the texture has an alternate animation
-                       if (ent->frame != 0 && t->anim_total[1])
+                       if (ent->frame2 != 0 && t->anim_total[1])
                                t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
                        else
                                t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
@@ -3177,7 +4082,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                        strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
                        Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
-                       r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
+                       r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
                }
                t->currentskinframe = r_qwskincache_skinframe[i];
                if (t->currentskinframe == NULL)
@@ -3191,9 +4096,27 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
+       {
                t->currentalpha *= r_wateralpha.value;
+               /*
+                * FIXME what is this supposed to do?
+               // if rendering refraction/reflection, disable transparency
+               if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
+                       t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
+               */
+       }
+       if(!r_waterstate.enabled)
+               t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       else if (rsurface.modeltexcoordlightmap2f == NULL)
+       {
+               // pick a model lighting mode
+               if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+                       t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
+               else
+                       t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+       }
        if (ent->effects & EF_ADDITIVE)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
@@ -3204,18 +4127,73 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (ent->flags & RENDER_VIEWMODEL)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
-       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
-               t->currenttexmatrix = r_waterscrollmatrix;
-       else
-               t->currenttexmatrix = identitymatrix;
        if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
 
+       // make sure that the waterscroll matrix is used on water surfaces when
+       // there is no tcmod
+       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+               t->currenttexmatrix = r_waterscrollmatrix;
+
+       for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
+       {
+               matrix4x4_t matrix;
+               switch(tcmod->tcmod)
+               {
+               case Q3TCMOD_COUNT:
+               case Q3TCMOD_NONE:
+                       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+                               matrix = r_waterscrollmatrix;
+                       else
+                               matrix = identitymatrix;
+                       break;
+               case Q3TCMOD_ENTITYTRANSLATE:
+                       // this is used in Q3 to allow the gamecode to control texcoord
+                       // scrolling on the entity, which is not supported in darkplaces yet.
+                       Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
+                       break;
+               case Q3TCMOD_ROTATE:
+                       Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
+                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
+                       Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
+                       break;
+               case Q3TCMOD_SCALE:
+                       Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
+                       break;
+               case Q3TCMOD_SCROLL:
+                       Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
+                       break;
+               case Q3TCMOD_STRETCH:
+                       f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
+                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
+                       break;
+               case Q3TCMOD_TRANSFORM:
+                       VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
+                       VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
+                       VectorSet(tcmat +  6, 0                   , 0                , 1);
+                       VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
+                       Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
+                       break;
+               case Q3TCMOD_TURBULENT:
+                       // this is handled in the RSurf_PrepareVertices function
+                       matrix = identitymatrix;
+                       break;
+               }
+               // either replace or concatenate the transformation
+               if (i < 1)
+                       t->currenttexmatrix = matrix;
+               else
+               {
+                       matrix4x4_t temp = t->currenttexmatrix;
+                       Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
+               }
+       }
+
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
-       t->glosstexture = r_texture_white;
+       t->glosstexture = r_texture_black;
        t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
-       t->backgroundglosstexture = r_texture_white;
+       t->backgroundglosstexture = r_texture_black;
        t->specularpower = r_shadow_glossexponent.value;
        // TODO: store reference values for these in the texture?
        t->specularscale = 0;
@@ -3225,15 +4203,29 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                        if (r_shadow_glossintensity.value > 0)
                        {
-                               t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
-                               t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
+                               t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
+                               t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
                                t->specularscale = r_shadow_glossintensity.value;
                        }
                }
                else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+               {
+                       t->glosstexture = r_texture_white;
+                       t->backgroundglosstexture = r_texture_white;
                        t->specularscale = r_shadow_gloss2intensity.value;
+               }
+       }
+
+       // lightmaps mode looks bad with dlights using actual texturing, so turn
+       // off the colormap and glossmap, but leave the normalmap on as it still
+       // accurately represents the shading involved
+       if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+       {
+               t->basetexture = r_texture_white;
+               t->specularscale = 0;
        }
 
+       VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
@@ -3280,13 +4272,17 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                else
                                {
                                        float colorscale;
+                                       // set the color tint used for lights affecting this surface
+                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
                                        colorscale = 2;
                                        // q3bsp has no lightmap updates, so the lightstylevalue that
                                        // would normally be baked into the lightmap must be
                                        // applied to the color
+                                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
                                        if (ent->model->type == mod_brushq3)
-                                               colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
+                                               colorscale *= r_refdef.rtlightstylevalue[0];
                                        colorscale *= r_refdef.lightmapintensity;
+                                       Vector4Set(t->lightmapcolor, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
                                        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);
@@ -3343,7 +4339,7 @@ void R_Mesh_ResizeArrays(int newvertices)
        if (rsurface.array_modelvertex3f)
                Mem_Free(rsurface.array_modelvertex3f);
        rsurface.array_size = (newvertices + 1023) & ~1023;
-       base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[31]));
+       base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
        rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
        rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
        rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
@@ -3354,6 +4350,7 @@ void R_Mesh_ResizeArrays(int newvertices)
        rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
        rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
        rsurface.array_color4f           = base + rsurface.array_size * 27;
+       rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
 }
 
 void RSurf_CleanUp(void)
@@ -3392,6 +4389,8 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.frameblend[2].lerp = 0;
        rsurface.frameblend[3].frame = 0;
        rsurface.frameblend[3].lerp = 0;
+       rsurface.basepolygonfactor = r_refdef.polygonfactor;
+       rsurface.basepolygonoffset = r_refdef.polygonoffset;
        rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
        rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
        rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
@@ -3432,6 +4431,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.normal3f  = rsurface.modelnormal3f;
        rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
        rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
@@ -3444,7 +4444,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.inversematrix = ent->inversematrix;
        R_Mesh_Matrix(&rsurface.matrix);
        Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
-       VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+       rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
+       rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
+       rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
+       rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
+       rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
+       rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
        VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
@@ -3453,6 +4458,13 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.frameblend[1] = ent->frameblend[1];
        rsurface.frameblend[2] = ent->frameblend[2];
        rsurface.frameblend[3] = ent->frameblend[3];
+       rsurface.basepolygonfactor = r_refdef.polygonfactor;
+       rsurface.basepolygonoffset = r_refdef.polygonoffset;
+       if (ent->model->brush.submodel)
+       {
+               rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
+               rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
+       }
        if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
        {
                if (wanttangents)
@@ -3532,18 +4544,38 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.normal3f  = rsurface.modelnormal3f;
        rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
        rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       int deformindex;
+       int texturesurfaceindex;
+       int i, j;
+       float amplitude;
+       float animpos;
+       float scale;
+       const float *v1, *in_tc;
+       float *out_tc;
+       float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+       float waveparms[4];
+       q3shaderinfo_deform_t *deform;
        // 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))
-                       generatetangents = true;
-               if (generatetangents)
+               if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
                        generatenormals = true;
+               for (i = 0;i < Q3MAXDEFORMS;i++)
+               {
+                       if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
+                       {
+                               generatetangents = true;
+                               generatenormals = true;
+                       }
+                       if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
+                               generatenormals = true;
+               }
                if (generatenormals && !rsurface.modelnormal3f)
                {
                        rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
@@ -3562,76 +4594,179 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, 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;
-               float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
-               Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
-               Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
-               Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
-               VectorNormalize(newforward);
-               VectorNormalize(newright);
-               VectorNormalize(newup);
-               // make deformed versions of only the model vertices used by the specified surfaces
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       rsurface.vertex3f  = rsurface.modelvertex3f;
+       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.svector3f = rsurface.modelsvector3f;
+       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.tvector3f = rsurface.modeltvector3f;
+       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.normal3f  = rsurface.modelnormal3f;
+       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       // 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.* arrays point to
+       // (may be static model data or generated data for an animated model, or
+       //  the previous deform pass)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       {
+               switch (deform->deform)
                {
-                       int i, j;
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       // a single autosprite surface can contain multiple sprites...
-                       for (j = 0;j < surface->num_vertices - 3;j += 4)
+               default:
+               case Q3DEFORM_PROJECTIONSHADOW:
+               case Q3DEFORM_TEXT0:
+               case Q3DEFORM_TEXT1:
+               case Q3DEFORM_TEXT2:
+               case Q3DEFORM_TEXT3:
+               case Q3DEFORM_TEXT4:
+               case Q3DEFORM_TEXT5:
+               case Q3DEFORM_TEXT6:
+               case Q3DEFORM_TEXT7:
+               case Q3DEFORM_NONE:
+                       break;
+               case Q3DEFORM_AUTOSPRITE:
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       VectorNormalize(newforward);
+                       VectorNormalize(newright);
+                       VectorNormalize(newup);
+                       // make deformed versions of only the model vertices used by the specified surfaces
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               VectorClear(center);
-                               for (i = 0;i < 4;i++)
-                                       VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                               VectorScale(center, 0.25f, center);
-                               if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               // a single autosprite surface can contain multiple sprites...
+                               for (j = 0;j < surface->num_vertices - 3;j += 4)
                                {
-                                       const float *v1, *v2;
-                                       float f, l;
-                                       struct
+                                       VectorClear(center);
+                                       for (i = 0;i < 4;i++)
+                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorScale(center, 0.25f, center);
+                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
+                                       VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
+                                       VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
+                                       for (i = 0;i < 4;i++)
                                        {
-                                               float length2;
-                                               int quadedge;
+                                               VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+                                               VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                                        }
-                                       shortest[2];
-                                       shortest[0].quadedge = shortest[1].quadedge = 0;
-                                       shortest[0].length2 = shortest[1].length2 = 0;
+                               }
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_AUTOSPRITE2:
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       VectorNormalize(newforward);
+                       VectorNormalize(newright);
+                       VectorNormalize(newup);
+                       // make deformed versions of only the model vertices used by the specified surfaces
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               const float *v1, *v2;
+                               vec3_t start, end;
+                               float f, l;
+                               struct
+                               {
+                                       float length2;
+                                       const float *v1;
+                                       const float *v2;
+                               }
+                               shortest[2];
+                               memset(shortest, 0, sizeof(shortest));
+                               // a single autosprite surface can contain multiple sprites...
+                               for (j = 0;j < surface->num_vertices - 3;j += 4)
+                               {
+                                       VectorClear(center);
+                                       for (i = 0;i < 4;i++)
+                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorScale(center, 0.25f, center);
                                        // find the two shortest edges, then use them to define the
                                        // axis vectors for rotating around the central axis
                                        for (i = 0;i < 6;i++)
                                        {
-                                               v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
-                                               v2 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+                                               v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+#if 0
+                                               Debug_PolygonBegin(NULL, 0, false, 0);
+                                               Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
+                                               Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
+                                               Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
+                                               Debug_PolygonEnd();
+#endif
                                                l = VectorDistance2(v1, v2);
+                                               // this length bias tries to make sense of square polygons, assuming they are meant to be upright
+                                               if (v1[2] != v2[2])
+                                                       l += (1.0f / 1024.0f);
                                                if (shortest[0].length2 > l || i == 0)
                                                {
                                                        shortest[1] = shortest[0];
                                                        shortest[0].length2 = l;
-                                                       shortest[0].quadedge = i;
+                                                       shortest[0].v1 = v1;
+                                                       shortest[0].v2 = v2;
                                                }
                                                else if (shortest[1].length2 > l || i == 1)
                                                {
                                                        shortest[1].length2 = l;
-                                                       shortest[1].quadedge = i;
+                                                       shortest[1].v1 = v1;
+                                                       shortest[1].v2 = v2;
                                                }
                                        }
-                                       // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
-                                       for (i = 0;i < 3;i++)
-                                       {
-                                               right[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
-                                                        + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
-                                               up[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
-                                                     + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
-                                                     - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
-                                                     - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
-                                       }
+                                       VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
+                                       VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
+#if 0
+                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
+                                       Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
+                                       Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
+                                       Debug_PolygonEnd();
+#endif
+                                       // this calculates the right vector from the shortest edge
+                                       // and the up vector from the edge midpoints
+                                       VectorSubtract(shortest[0].v1, shortest[0].v2, right);
+                                       VectorNormalize(right);
+                                       VectorSubtract(end, start, up);
+                                       VectorNormalize(up);
                                        // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
-                                       VectorSubtract(rsurface.modelorg, center, forward);
+                                       //VectorSubtract(rsurface.modelorg, center, forward);
+                                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
+                                       VectorNegate(forward, forward);
+                                       VectorReflect(forward, 0, up, forward);
+                                       VectorNormalize(forward);
                                        CrossProduct(up, forward, newright);
-                                       // normalize the vectors involved
-                                       VectorNormalize(right);
                                        VectorNormalize(newright);
+#if 0
+                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
+                                       Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
+                                       Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
+                                       Debug_PolygonEnd();
+#endif
+#if 0
+                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
+                                       Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
+                                       Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
+                                       Debug_PolygonEnd();
+#endif
                                        // rotate the quad around the up axis vector, this is made
                                        // especially easy by the fact we know the quad is flat,
                                        // so we only have to subtract the center position and
@@ -3642,57 +4777,194 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        // displacement from the center, which we do with a
                                        // DotProduct, the subtraction/addition of center is also
                                        // optimized into DotProducts here
-                                       l = DotProduct(newright, center) - DotProduct(right, center);
+                                       l = DotProduct(right, center);
                                        for (i = 0;i < 4;i++)
                                        {
-                                               v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + j + i);
-                                               f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
-                                               VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
+                                               f = DotProduct(right, v1) - l;
+                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                                        }
                                }
-                               else
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_NORMAL:
+                       // deform the normals to make reflections wavey
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
                                {
-                                       VectorCopy((rsurface.modelnormal3f  + 3 * surface->num_firstvertex) + j*3, forward);
-                                       VectorCopy((rsurface.modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
-                                       VectorCopy((rsurface.modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
-                                       for (i = 0;i < 4;i++)
+                                       float vertex[3];
+                                       float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
+                                       VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
+                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
+                                       normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       VectorNormalize(normal);
+                               }
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_WAVE:
+                       // deform vertex array to make wavey water and flags and such
+                       waveparms[0] = deform->waveparms[0];
+                       waveparms[1] = deform->waveparms[1];
+                       waveparms[2] = deform->waveparms[2];
+                       waveparms[3] = deform->waveparms[3];
+                       // this is how a divisor of vertex influence on deformation
+                       animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
+                       scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                               {
+                                       float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
+                                       VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
+                                       // if the wavefunc depends on time, evaluate it per-vertex
+                                       if (waveparms[3])
                                        {
-                                               VectorSubtract((rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
-                                               VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                               waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
+                                               scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
                                        }
+                                       VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
+                               }
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_BULGE:
+                       // deform vertex array to make the surface have moving bulges
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                               {
+                                       scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
+                                       VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
                                }
                        }
-                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i + 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.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_MOVE:
+                       // deform vertex array
+                       scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
+                       VectorScale(deform->parms, scale, waveparms);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                                       VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
                }
-               rsurface.vertex3f = rsurface.array_deformedvertex3f;
-               rsurface.vertex3f_bufferobject = 0;
-               rsurface.vertex3f_bufferoffset = 0;
-               rsurface.svector3f = rsurface.array_deformedsvector3f;
-               rsurface.svector3f_bufferobject = 0;
-               rsurface.svector3f_bufferoffset = 0;
-               rsurface.tvector3f = rsurface.array_deformedtvector3f;
-               rsurface.tvector3f_bufferobject = 0;
-               rsurface.tvector3f_bufferoffset = 0;
-               rsurface.normal3f = rsurface.array_deformednormal3f;
-               rsurface.normal3f_bufferobject = 0;
-               rsurface.normal3f_bufferoffset = 0;
        }
-       else
-       {
-               rsurface.vertex3f  = rsurface.modelvertex3f;
-               rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
-               rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
-               rsurface.svector3f = rsurface.modelsvector3f;
-               rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
-               rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
-               rsurface.tvector3f = rsurface.modeltvector3f;
-               rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
-               rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
-               rsurface.normal3f  = rsurface.modelnormal3f;
-               rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
-               rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       // generate texcoords based on the chosen texcoord source
+       switch(rsurface.texture->tcgen.tcgen)
+       {
+       default:
+       case Q3TCGEN_TEXTURE:
+               rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
+               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
+               break;
+       case Q3TCGEN_LIGHTMAP:
+               rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
+               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
+               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
+               break;
+       case Q3TCGEN_VECTOR:
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
+                       {
+                               out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
+                               out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               break;
+       case Q3TCGEN_ENVIRONMENT:
+               // make environment reflections using a spheremap
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
+                       const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
+                       float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
+                       for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
+                       {
+                               float l, d, eyedir[3];
+                               VectorSubtract(rsurface.modelorg, vertex, eyedir);
+                               l = 0.5f / VectorLength(eyedir);
+                               d = DotProduct(normal, eyedir)*2;
+                               out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
+                               out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               break;
+       }
+       // the only tcmod that needs software vertex processing is turbulent, so
+       // check for it here and apply the changes if needed
+       // and we only support that as the first one
+       // (handling a mixture of turbulent and other tcmods would be problematic
+       //  without punting it entirely to a software path)
+       if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+       {
+               amplitude = rsurface.texture->tcmods[0].parms[1];
+               animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
+                       {
+                               out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                               out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
        }
+       rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
+       rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+       rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
        R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
 }
 
@@ -3770,6 +5042,59 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
        }
 }
 
+static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
+{
+       int i, planeindex, vertexindex;
+       float d, bestd;
+       vec3_t vert;
+       const float *v;
+       r_waterstate_waterplane_t *p, *bestp;
+       msurface_t *surface;
+       if (r_waterstate.renderingscene)
+               return;
+       for (i = 0;i < texturenumsurfaces;i++)
+       {
+               surface = texturesurfacelist[i];
+               if (lightmaptexunit >= 0)
+                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+               if (deluxemaptexunit >= 0)
+                       R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+               // pick the closest matching water plane
+               bestd = 0;
+               bestp = NULL;
+               for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+               {
+                       d = 0;
+                       for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
+                       {
+                               Matrix4x4_Transform(&rsurface.matrix, v, vert);
+                               d += fabs(PlaneDiff(vert, &p->plane));
+                       }
+                       if (bestd > d || !bestp)
+                       {
+                               bestd = d;
+                               bestp = p;
+                       }
+               }
+               if (bestp)
+               {
+                       if (refractiontexunit >= 0)
+                               R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
+                       if (reflectiontexunit >= 0)
+                               R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
+               }
+               else
+               {
+                       if (refractiontexunit >= 0)
+                               R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
+                       if (reflectiontexunit >= 0)
+                               R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
+               }
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
+       }
+}
+
 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
 {
        int i;
@@ -4071,12 +5396,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        // TODO: optimize
        // model lighting
        VectorCopy(rsurface.modellight_lightdir, lightdir);
-       ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
-       ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
-       ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
-       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
-       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
-       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
+       f = 0.5f * r_refdef.lightmapintensity;
+       ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
+       ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
+       ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
+       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
+       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
+       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
        if (VectorLength2(diffusecolor) > 0)
        {
                // generate color arrays for the surfaces in this list
@@ -4122,11 +5448,20 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_SetupDepthAndCulling(void)
 {
+       // submodels are biased to avoid z-fighting with world surfaces that they
+       // may be exactly overlapping (avoids z-fighting artifacts on certain
+       // doors and things in Quake maps)
        GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+}
+
+static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       RSurf_SetupDepthAndCulling();
        if (rsurface.mode != RSURFMODE_SHOWSURFACES)
        {
                rsurface.mode = RSURFMODE_SHOWSURFACES;
@@ -4159,9 +5494,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                // restore entity matrix
                R_Mesh_Matrix(&rsurface.matrix);
        }
-       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       RSurf_SetupDepthAndCulling();
        GL_DepthMask(true);
        // LordHavoc: HalfLife maps have freaky skypolys so don't use
        // skymasking on them, and Quake3 never did sky masking (unlike
@@ -4171,7 +5504,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        // level, so don't use it then either.
        if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
        {
-               GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
+               GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
@@ -4196,53 +5529,124 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
 
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+               return;
+
        if (rsurface.mode != RSURFMODE_GLSL)
        {
                rsurface.mode = RSURFMODE_GLSL;
                R_Mesh_ResetTextureState();
+               GL_Color(1, 1, 1, 1);
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
-       if (!r_glsl_permutation)
-               return;
-
-       if (rsurface.lightmode == 2)
-               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       else
-               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordtexture2f, rsurface.modeltexcoordtexture2f_bufferobject, rsurface.modeltexcoordtexture2f_bufferoffset);
-       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-
-       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+       R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+       R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+       R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else if (rsurface.uselightmaptexture)
        {
                R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+               R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
        }
+       R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
+       R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+       R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+
+       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+       {
+               // render background
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+
+               R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+               if (r_glsl_permutation)
+               {
+                       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
+               }
+
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(false);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               }
+               else if (rsurface.uselightmaptexture)
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
+                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               }
+               else
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+               }
+               R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+               R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+       }
+
+       R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+       if (!r_glsl_permutation)
+               return;
+
+       RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+
+       if (r_glsl_permutation->loc_Texture_Refraction >= 0)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+       }
 
        if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-               RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+       {
+               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+               else
+                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+       }
        else
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       {
+               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+               else
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
        if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
        {
        }
@@ -4260,6 +5664,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        if (rsurface.mode != RSURFMODE_MULTIPASS)
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                vec4_t layercolor;
@@ -4306,11 +5711,11 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.tex[1] = R_GetTexture(layer->texture);
                        m.texmatrix[1] = layer->texmatrix;
                        m.texrgbscale[1] = layertexrgbscale;
-                       m.pointer_texcoord[1] = rsurface.modeltexcoordtexture2f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.modeltexcoordtexture2f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.modeltexcoordtexture2f_bufferoffset;
+                       m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
-                       if (rsurface.lightmode == 2)
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else if (rsurface.uselightmaptexture)
                                RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -4322,9 +5727,9 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.tex[0] = R_GetTexture(layer->texture);
                        m.texmatrix[0] = layer->texmatrix;
                        m.texrgbscale[0] = layertexrgbscale;
-                       m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
-                       m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+                       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
@@ -4335,9 +5740,9 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        {
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        }
                        R_Mesh_TextureState(&m);
                        // generate a color array for the fog pass
@@ -4382,6 +5787,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        if (rsurface.mode != RSURFMODE_MULTIPASS)
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -4411,7 +5817,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
                                m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface.lightmode == 2)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                else if (rsurface.uselightmaptexture)
                                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -4423,9 +5829,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
                                RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
                        }
@@ -4435,11 +5841,11 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface.lightmode == 2)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
@@ -4450,9 +5856,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(layer->texture);
                        m.texmatrix[0] = layer->texmatrix;
-                       m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
-                       m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+                       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        break;
@@ -4464,9 +5870,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
                        }
                        else
@@ -4511,20 +5917,24 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        {
                if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
                        return;
+               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+                       return;
                if (rsurface.mode != RSURFMODE_MULTIPASS)
                        rsurface.mode = RSURFMODE_MULTIPASS;
                if (r_depthfirst.integer == 3)
                {
                        int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
-                       GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
+                       if (!r_view.showdebug)
+                               GL_Color(0, 0, 0, 1);
+                       else
+                               GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
                }
                else
                {
                        GL_ColorMask(0,0,0,0);
                        GL_Color(1,1,1,1);
                }
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               RSurf_SetupDepthAndCulling();
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
@@ -4534,17 +5944,20 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
                GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-               r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
        else if (r_depthfirst.integer == 3)
                return;
+       else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
+       {
+               GL_Color(0, 0, 0, 1);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
        else if (r_showsurfaces.integer)
        {
                if (rsurface.mode != RSURFMODE_MULTIPASS)
                        rsurface.mode = RSURFMODE_MULTIPASS;
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               RSurf_SetupDepthAndCulling();
                GL_DepthTest(true);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(writedepth);
                GL_Color(1,1,1,1);
@@ -4553,7 +5966,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                R_Mesh_ResetTextureState();
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-               r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
        else if (gl_lightmaps.integer)
        {
@@ -4562,7 +5974,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                        rsurface.mode = RSURFMODE_MULTIPASS;
                GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
                GL_DepthTest(true);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(writedepth);
                GL_Color(1,1,1,1);
@@ -4574,40 +5986,31 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
                m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                R_Mesh_TextureState(&m);
-               RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
-               if (rsurface.lightmode == 2)
+               RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                else if (rsurface.uselightmaptexture)
                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                else
                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-               r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
-       {
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
-               r_refdef.stats.entities_surfaces += texturenumsurfaces;
-       }
        else if (rsurface.texture->currentnumlayers)
        {
                // write depth for anything we skipped on the depth-only pass earlier
-               if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                        writedepth = true;
-               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               RSurf_SetupDepthAndCulling();
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
-               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                if (r_glsl.integer && gl_support_fragment_shader)
                        R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
                else if (gl_combine.integer && r_textureunits.integer >= 2)
                        R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
-               r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
        CHECKGLERROR
        GL_LockArrays(0, 0);
@@ -4657,11 +6060,19 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        RSurf_CleanUp();
 }
 
-void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
 {
        int i, j;
        vec3_t tempcenter, center;
        texture_t *texture;
+       // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
+       if (addwaterplanes)
+       {
+               for (i = 0;i < numsurfaces;i++)
+                       if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
+                               R_Water_AddWaterPlane(surfacelist[i]);
+               return;
+       }
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -4733,6 +6144,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
        GL_CullFace(GL_NONE);
        R_Mesh_Matrix(&identitymatrix);
@@ -4778,121 +6190,140 @@ void R_DrawLocs(void)
        }
 }
 
-void R_DrawCollisionBrushes(entity_render_t *ent)
+void R_DrawDebugModel(entity_render_t *ent)
 {
-       int i;
+       int i, j, k, l, flagsmask;
+       const int *elements;
        q3mbrush_t *brush;
        msurface_t *surface;
        model_t *model = ent->model;
-       if (!model->brush.num_brushes)
-               return;
-       CHECKGLERROR
+       vec3_t v;
+
+       flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
+
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
-       qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
-       for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-               if (brush->colbrushf && brush->colbrushf->numtriangles)
-                       R_DrawCollisionBrush(brush->colbrushf);
-       for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-               if (surface->num_collisiontriangles)
-                       R_DrawCollisionSurface(ent, surface);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-}
+       GL_DepthMask(false);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
-{
-       int i, j, k, l;
-       const int *elements;
-       msurface_t *surface;
-       model_t *model = ent->model;
-       vec3_t v;
-       CHECKGLERROR
-       GL_DepthRange(0, 1);
-       GL_DepthTest(!r_showdisabledepthtest.integer);
-       GL_DepthMask(true);
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_ResetTextureState();
-       for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+       if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
        {
-               if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
-                       continue;
-               rsurface.texture = surface->texture->currentframe;
-               if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+               GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
                {
-                       RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                       if (drawtris)
+                       if (brush->colbrushf && brush->colbrushf->numtriangles)
                        {
-                               if (!rsurface.texture->currentlayers->depthmask)
-                                       GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
-                               else if (ent == r_refdef.worldentity)
-                                       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 * r_view.colorscale, 0, 1);
-                               elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
-                               CHECKGLERROR
-                               qglBegin(GL_LINES);
-                               for (k = 0;k < surface->num_triangles;k++, elements += 3)
-                               {
-#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
-                                       GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
-                                       GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
-                                       GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
-                               }
-                               qglEnd();
-                               CHECKGLERROR
+                               R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
+                               GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
                        }
-                       if (drawnormals)
+               }
+               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+               {
+                       if (surface->num_collisiontriangles)
                        {
-                               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++)
-                               {
-                                       VectorCopy(rsurface.vertex3f + l * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface.svector3f + l * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                               }
-                               qglEnd();
-                               CHECKGLERROR
-                               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++)
+                               R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
+                               GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
+                       }
+               }
+       }
+
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+
+       if (r_showtris.integer || r_shownormals.integer)
+       {
+               if (r_showdisabledepthtest.integer)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+               }
+               else
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
+                               continue;
+                       rsurface.texture = surface->texture->currentframe;
+                       if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                               if (r_showtris.value > 0)
                                {
-                                       VectorCopy(rsurface.vertex3f + l * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
+                                       if (!rsurface.texture->currentlayers->depthmask)
+                                               GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
+                                       else if (ent == r_refdef.worldentity)
+                                               GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
+                                       else
+                                               GL_Color(0, r_view.colorscale, 0, r_showtris.value);
+                                       elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+                                       CHECKGLERROR
+                                       qglBegin(GL_LINES);
+                                       for (k = 0;k < surface->num_triangles;k++, elements += 3)
+                                       {
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
+                                               GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+                                               GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+                                               GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
                                }
-                               qglEnd();
-                               CHECKGLERROR
-                               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++)
+                               if (r_shownormals.value > 0)
                                {
-                                       VectorCopy(rsurface.vertex3f + l * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface.normal3f + l * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               GL_Color(r_view.colorscale, 0, 0, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
+                                               GL_Color(r_view.colorscale, 1, 1, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               GL_Color(0, r_view.colorscale, 0, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
+                                               GL_Color(r_view.colorscale, 1, 1, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               GL_Color(0, 0, r_view.colorscale, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
+                                               GL_Color(r_view.colorscale, 1, 1, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
                                }
-                               qglEnd();
-                               CHECKGLERROR
                        }
                }
+               rsurface.texture = NULL;
        }
-       rsurface.texture = NULL;
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
 {
        int i, j, endj, f, flagsmask;
-       int counttriangles = 0;
-       msurface_t *surface, **surfacechain;
+       msurface_t *surface;
        texture_t *t;
        model_t *model = r_refdef.worldmodel;
        const int maxsurfacelist = 1024;
@@ -4903,23 +6334,32 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
 
        RSurf_ActiveWorldEntity();
 
-       // update light styles
-       if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
+       // update light styles on this submodel
+       if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
-               for (i = 0;i < model->brushq1.light_styles;i++)
+               model_brush_lightstyleinfo_t *style;
+               for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
                {
-                       if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+                       if (style->value != r_refdef.lightstylevalue[style->style])
                        {
-                               model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
-                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
-                                       for (;(surface = *surfacechain);surfacechain++)
-                                               surface->cached_dlight = true;
+                               msurface_t *surfaces = model->data_surfaces;
+                               int *list = style->surfacelist;
+                               style->value = r_refdef.lightstylevalue[style->style];
+                               for (j = 0;j < style->numsurfaces;j++)
+                                       surfaces[list[j]].cached_dlight = true;
                        }
                }
        }
 
        R_UpdateAllTextureInfo(r_refdef.worldentity);
-       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+       if (debug)
+       {
+               R_DrawDebugModel(r_refdef.worldentity);
+               return;
+       }
+
        f = 0;
        t = NULL;
        rsurface.uselightmaptexture = false;
@@ -4945,32 +6385,26 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                                        R_BuildLightMap(r_refdef.worldentity, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
-                               counttriangles += surface->num_triangles;
+                               r_refdef.stats.world_triangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+                                       r_refdef.stats.world_surfaces += numsurfacelist;
+                                       R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
+       r_refdef.stats.world_surfaces += numsurfacelist;
        if (numsurfacelist)
-               R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
-       r_refdef.stats.entities_triangles += counttriangles;
+               R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
        RSurf_CleanUp();
-
-       if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
-               R_DrawCollisionBrushes(r_refdef.worldentity);
-
-       if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
-               R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
 }
 
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
 {
-       int i, f, flagsmask;
-       int counttriangles = 0;
-       msurface_t *surface, *endsurface, **surfacechain;
+       int i, j, f, flagsmask;
+       msurface_t *surface, *endsurface;
        texture_t *t;
        model_t *model = ent->model;
        const int maxsurfacelist = 1024;
@@ -4990,22 +6424,31 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
 
        // update light styles
-       if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
+       if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
-               for (i = 0;i < model->brushq1.light_styles;i++)
+               model_brush_lightstyleinfo_t *style;
+               for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
                {
-                       if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+                       if (style->value != r_refdef.lightstylevalue[style->style])
                        {
-                               model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
-                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
-                                       for (;(surface = *surfacechain);surfacechain++)
-                                               surface->cached_dlight = true;
+                               msurface_t *surfaces = model->data_surfaces;
+                               int *list = style->surfacelist;
+                               style->value = r_refdef.lightstylevalue[style->style];
+                               for (j = 0;j < style->numsurfaces;j++)
+                                       surfaces[list[j]].cached_dlight = true;
                        }
                }
        }
 
        R_UpdateAllTextureInfo(ent);
-       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+       if (debug)
+       {
+               R_DrawDebugModel(ent);
+               return;
+       }
+
        f = 0;
        t = NULL;
        rsurface.uselightmaptexture = false;
@@ -5023,22 +6466,17 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                                R_BuildLightMap(ent, surface);
                        // add face to draw list
                        surfacelist[numsurfacelist++] = surface;
-                       counttriangles += surface->num_triangles;
+                       r_refdef.stats.entities_triangles += surface->num_triangles;
                        if (numsurfacelist >= maxsurfacelist)
                        {
-                               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+                               r_refdef.stats.entities_surfaces += numsurfacelist;
+                               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
                                numsurfacelist = 0;
                        }
                }
        }
+       r_refdef.stats.entities_surfaces += numsurfacelist;
        if (numsurfacelist)
-               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
-       r_refdef.stats.entities_triangles += counttriangles;
+               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
        RSurf_CleanUp();
-
-       if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
-               R_DrawCollisionBrushes(ent);
-
-       if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
-               R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
 }