]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
r_showtris/r_shownormals/r_showcollisionbrushes are no longer obscured
[xonotic/darkplaces.git] / gl_rmain.c
index 5ce992d643668ea89922fb5aa398d03abe76f9ba..d5f50d07002364845df6427e0b561be677437eb0 100644 (file)
@@ -78,6 +78,17 @@ cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shad
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
+cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
+cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
+cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"};
+cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"};
+cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"};
+cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"};
+cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"};
+cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"};
+cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"};
+cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"};
 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)"};
 
@@ -138,6 +149,37 @@ 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;
 
@@ -377,31 +419,50 @@ 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 USEWATER\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"//#else\n"
+"//# ifdef USEREFLECTION\n"
+"//varying vec4 ModelViewProjectionPosition;\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
+"\n"
 "\n"
 "\n"
 "\n"
@@ -419,8 +480,10 @@ 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"
@@ -458,9 +521,23 @@ 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(USEWATER) || 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 USEWATER\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"#else\n"
+"# ifdef USEREFLECTION\n"
+"      ModelViewProjectionPosition = gl_Position;\n"
+"# endif\n"
+"#endif\n"
 "}\n"
 "\n"
 "#endif // VERTEX_SHADER\n"
@@ -471,7 +548,7 @@ 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"
@@ -483,6 +560,8 @@ 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"
@@ -492,6 +571,21 @@ static const char *builtinshaderstring =
 "uniform myhvec3 Color_Shirt;\n"
 "uniform myhvec3 FogColor;\n"
 "\n"
+"//#ifdef USEWATER\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform myhvec3 RefractColor;\n"
+"uniform myhvec3 ReflectColor;\n"
+"//#else\n"
+"//# ifdef USEREFLECTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec3 ReflectColor;\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
 "uniform myhalf GlowScale;\n"
 "uniform myhalf SceneBrightness;\n"
 "#ifdef USECONTRASTBOOST\n"
@@ -576,36 +670,38 @@ 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"
+"      color *= myhvec4(gl_Color);\n"
+"#endif // MODE_LIGHTSOURCE\n"
 "\n"
 "\n"
 "\n"
 "\n"
-"#elif defined(MODE_LIGHTDIRECTION)\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
 "      // directional model lighting\n"
 "\n"
 "      // get the surface normal and light normal\n"
@@ -614,43 +710,91 @@ static const char *builtinshaderstring =
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\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"
+"# endif\n"
+"      color *= myhvec4(gl_Color);\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 = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\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 = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"\n"
+"\n"
 "\n"
 "\n"
-"#else // MODE none (lightmap)\n"
+"#ifdef MODE_LIGHTMAP\n"
 "      // apply lightmap color\n"
-"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
-"#endif // MODE\n"
+"      color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
+"#endif // MODE_LIGHTMAP\n"
+"\n"
+"\n"
 "\n"
-"      color *= myhvec4(gl_Color);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"# ifdef USEWATER\n"
+"      color.rgb *= color.a;\n"
+"# endif\n"
+"#else\n"
+"# ifdef USEWATER\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"
+"      myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0));\n"
+"      color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
+"# else\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 += myhvec3(texture2D(Texture_Gloss, TexCoord)) * myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw));\n"
+"#  endif\n"
+"# endif\n"
+"#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
 "      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
@@ -676,10 +820,13 @@ static const char *builtinshaderstring =
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
 const char *permutationinfo[][2] =
 {
-       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"#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 USEWATER\n", " water"},
+       {"#define USEREFLECTION\n", " reflection"},
        {"#define USEGLOW\n", " glow"},
        {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
@@ -778,6 +925,8 @@ 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");
@@ -797,6 +946,11 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                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");
                // 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);
@@ -809,6 +963,8 @@ 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
        }
@@ -886,12 +1042,17 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       permutation |= SHADERPERMUTATION_WATER;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                // bright unshaded geometry
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
@@ -906,6 +1067,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       permutation |= SHADERPERMUTATION_WATER;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else if (modellighting)
        {
@@ -929,6 +1094,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       permutation |= SHADERPERMUTATION_WATER;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else
        {
@@ -955,7 +1124,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                else
                {
                        // ordinary lightmapping
-                       permutation |= 0;
+                       permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
                }
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
@@ -971,6 +1140,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       permutation |= SHADERPERMUTATION_WATER;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
        }
        if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
        {
@@ -1054,6 +1227,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        //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_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+       if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
        if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
        if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
        {
@@ -1097,6 +1272,11 @@ 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_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
+       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) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value);
+       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value);
        CHECKGLERROR
        return permutation;
 }
@@ -1470,6 +1650,7 @@ void gl_main_start(void)
        }
        R_BuildFogTexture();
        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));
 }
@@ -1494,6 +1675,7 @@ void gl_main_shutdown(void)
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+       memset(&r_waterstate, 0, sizeof(r_waterstate));
        R_GLSL_Restart_f();
 }
 
@@ -1573,6 +1755,17 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_glsl_water);
+       Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier);
+       Cvar_RegisterVariable(&r_glsl_water_clippingplanebias);
+       Cvar_RegisterVariable(&r_glsl_water_refractcolor_r);
+       Cvar_RegisterVariable(&r_glsl_water_refractcolor_g);
+       Cvar_RegisterVariable(&r_glsl_water_refractcolor_b);
+       Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r);
+       Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g);
+       Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b);
+       Cvar_RegisterVariable(&r_glsl_water_refractdistort);
+       Cvar_RegisterVariable(&r_glsl_water_reflectdistort);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
@@ -1653,8 +1846,11 @@ 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)
                {
@@ -1790,7 +1986,7 @@ 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
@@ -1852,8 +2048,8 @@ 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;
@@ -1874,7 +2070,7 @@ void R_DrawModels(void)
        }
 }
 
-void R_DrawModelsDepth(void)
+static void R_DrawModelsDepth(void)
 {
        int i;
        entity_render_t *ent;
@@ -1893,8 +2089,47 @@ void R_DrawModelsDepth(void)
        }
 }
 
+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];
+               r_refdef.stats.entities++;
+               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];
+               r_refdef.stats.entities++;
+               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
@@ -2000,12 +2235,16 @@ static void R_View_SetFrustum(void)
                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;
+       }
 
-       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]);
+       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,
@@ -2040,11 +2279,11 @@ 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_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);
@@ -2053,7 +2292,17 @@ void R_SetupView(const matrix4x4_t *matrix)
        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_glsl_water_clippingplanebias.value;
+               vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
+               if (viewdist < r_view.clipplane.dist + r_glsl_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)
@@ -2100,7 +2349,7 @@ 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);
@@ -2119,7 +2368,7 @@ void R_ResetViewRendering3D(void)
        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);
 }
 
 /*
@@ -2183,7 +2432,233 @@ 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 texturewidth, textureheight;
+       r_waterstate_waterplane_t *p;
+
+       r_waterstate.maxwaterplanes = 0;
+
+       // set waterwidth and waterheight to the water resolution that will be
+       // used (often less than the screen resolution for faster rendering)
+       r_waterstate.waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
+       r_waterstate.waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
+
+       // calculate desired texture sizes
+       if (gl_support_arb_texture_non_power_of_two)
+       {
+               texturewidth = r_waterstate.waterwidth;
+               textureheight = r_waterstate.waterheight;
+       }
+       else
+       {
+               for (texturewidth   = 1;texturewidth   < r_waterstate.waterwidth ;texturewidth   *= 2);
+               for (textureheight  = 1;textureheight  < r_waterstate.waterheight;textureheight  *= 2);
+       }
+
+       if (!r_glsl_water.integer)
+               texturewidth = textureheight = 0;
+
+       // allocate textures as needed
+       if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+       {
+               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;
+               }
+               r_waterstate.texturewidth = texturewidth;
+               r_waterstate.textureheight = textureheight;
+       }
+
+       if ((!texturewidth && !textureheight) || texturewidth > gl_max_texture_size || textureheight > gl_max_texture_size)
+       {
+               // can't use water if the parameters are too weird
+               // can't use water if the card does not support the texture size
+               memset(&r_waterstate, 0, sizeof(r_waterstate));
+               return;
+       }
+
+       r_waterstate.enabled = true;
+
+       r_waterstate.maxwaterplanes = MAX_WATERPLANES;
+
+       // set up variables that will be used in shader setup
+       r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
+       r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+       r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
+       r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+}
+
+static void R_Water_AddWaterPlane(msurface_t *surface)
+{
+       int triangleindex, planeindex;
+       const int *e;
+       vec_t f;
+       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;
+       }
+       // now find the center of this surface
+       for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
+       {
+               Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
+               VectorAdd(center, vert[0], center);
+       }
+       f = 1.0 / surface->num_triangles*3;
+       VectorScale(center, f, center);
+
+       // 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
+       if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
+       {
+               r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 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;
+
+       // make sure enough textures are allocated
+       for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+       {
+               if (p->materialflags & MATERIALFLAG_WATERSHADER)
+               {
+                       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_RGBA, 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_RGBA, 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++)
+       {
+               originalview = r_view;
+               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)
+               {
+                       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_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_view = originalview;
+               r_waterstate.renderingscene = false;
+       }
+       return;
+error:
+       r_view = originalview;
+       r_waterstate.renderingscene = false;
+       Cvar_SetValueQuick(&r_glsl_water, 0);
+       Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_glsl_water.\n");
+       return;
+}
 
 void R_Bloom_StartFrame(void)
 {
@@ -2342,7 +2817,7 @@ 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);
@@ -2448,10 +2923,13 @@ void R_HDR_RenderBloomTexture(void)
        // TODO: add exposure compensation features
        // TODO: add fp16 framebuffer support
 
+       r_view.showdebug = false;
        r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
        if (r_hdr.integer)
                r_view.colorscale /= r_hdr_range.value;
-       R_RenderScene();
+       r_waterstate.numwaterplanes = 0;
+       R_RenderScene(r_waterstate.enabled);
+       r_view.showdebug = true;
 
        R_ResetViewRendering2D();
 
@@ -2534,7 +3012,7 @@ static void R_BlendView(void)
        }
 }
 
-void R_RenderScene(void);
+void R_RenderScene(qboolean addwaterplanes);
 
 matrix4x4_t r_waterscrollmatrix;
 
@@ -2620,28 +3098,28 @@ void R_RenderView(void)
 
        R_Shadow_UpdateWorldLightSelection();
 
+       R_Bloom_StartFrame();
+       R_Water_StartFrame();
+
        CHECKGLERROR
        if (r_timereport_active)
                R_TimeReport("setup");
 
-       R_View_Update();
-       if (r_timereport_active)
-               R_TimeReport("visibility");
-
        R_ResetViewRendering3D();
 
        R_ClearScreen();
        if (r_timereport_active)
                R_TimeReport("clear");
 
-       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)
@@ -2658,18 +3136,50 @@ 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)
 {
+       if (addwaterplanes)
+       {
+               R_ResetViewRendering3D();
+
+               R_View_Update();
+               if (r_timereport_active)
+                       R_TimeReport("watervisibility");
+
+               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)
@@ -2761,25 +3271,28 @@ 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)
@@ -2795,6 +3308,21 @@ 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();
@@ -2880,7 +3408,7 @@ 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();
@@ -2965,7 +3493,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : 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)
        {
@@ -3053,10 +3581,10 @@ 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);
@@ -3193,30 +3721,6 @@ 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;
@@ -3322,7 +3826,12 @@ 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;
+               // if rendering refraction/reflection, disable transparency
+               if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
+                       t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
+       }
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
@@ -3337,6 +3846,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+       if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+               t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND);
 
        for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
        {
@@ -3394,9 +3905,9 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 
        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;
@@ -3406,13 +3917,17 @@ 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
@@ -4237,6 +4752,59 @@ 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;
@@ -4594,7 +5162,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa
        GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
        GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
        if (rsurface.mode != RSURFMODE_SHOWSURFACES)
        {
                rsurface.mode = RSURFMODE_SHOWSURFACES;
@@ -4630,7 +5198,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
        GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
        GL_DepthMask(true);
        // LordHavoc: HalfLife maps have freaky skypolys so don't use
        // skymasking on them, and Quake3 never did sky masking (unlike
@@ -4709,9 +5277,23 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
        }
 
        if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-               RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+       {
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12);
+               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12);
+               else
+                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+       }
        else
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       {
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12);
+               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12);
+               else
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
        if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
        {
        }
@@ -4980,12 +5562,17 @@ 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
                {
@@ -4994,7 +5581,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                }
                GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
                GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
@@ -5008,6 +5595,11 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        }
        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)
@@ -5015,7 +5607,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
                GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
                GL_DepthTest(true);
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : 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);
@@ -5033,7 +5625,7 @@ 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);
@@ -5069,7 +5661,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
                GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
                GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
@@ -5131,11 +5723,19 @@ 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_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)
        {
@@ -5253,118 +5853,134 @@ 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);
-       GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-       for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-               if (brush->colbrushf && brush->colbrushf->numtriangles)
-                       R_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);
-       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
-}
+       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_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
-       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]);
+                                       GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
+                                       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_view.colorscale, r_shownormals.value);
+                                       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.tvector3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
+                                       GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
+                                       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.normal3f + l * 3, v);
+                                               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;
@@ -5380,7 +5996,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        RSurf_ActiveWorldEntity();
 
        // update light styles
-       if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
+       if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
        {
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
@@ -5395,7 +6011,14 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        }
 
        R_UpdateAllTextureInfo(r_refdef.worldentity);
-       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+       if (debug)
+       {
+               R_DrawDebugModel(r_refdef.worldentity);
+               return;
+       }
+
        f = 0;
        t = NULL;
        rsurface.uselightmaptexture = false;
@@ -5424,25 +6047,19 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+                                       R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+               R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
        r_refdef.stats.entities_triangles += counttriangles;
        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;
@@ -5466,7 +6083,7 @@ 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.light_styleupdatechains)
        {
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
@@ -5481,7 +6098,14 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        }
 
        R_UpdateAllTextureInfo(ent);
-       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+       if (debug)
+       {
+               R_DrawDebugModel(ent);
+               return;
+       }
+
        f = 0;
        t = NULL;
        rsurface.uselightmaptexture = false;
@@ -5502,19 +6126,13 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                        counttriangles += surface->num_triangles;
                        if (numsurfacelist >= maxsurfacelist)
                        {
-                               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+                               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
                                numsurfacelist = 0;
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
        r_refdef.stats.entities_triangles += counttriangles;
        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);
 }