]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
changed use of GL_ARB_fragment_shader and friends to the core GL 2.0
[xonotic/darkplaces.git] / gl_rmain.c
index 05cee8e5f8259dcc28359cb842e0025af04b7f48..f3d2e6c20498d669cde0d03afc657a4a9d9690be 100644 (file)
@@ -171,13 +171,13 @@ cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright t
 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
 
 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
-cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -187,7 +187,7 @@ 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_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_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
@@ -3747,122 +3747,122 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        if (p->program)
        {
                CHECKGLERROR
-               qglUseProgramObjectARB(p->program);CHECKGLERROR
+               qglUseProgram(p->program);CHECKGLERROR
                // look up all the uniform variable names we care about, so we don't
                // have to look them up every time we set them
 
-               p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
-               p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
-               p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
-               p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
-               p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
-               p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
-               p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
-               p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
-               p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
-               p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
-               p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
-               p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
-               p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
-               p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
-               p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
-               p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
-               p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
-               p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
-               p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
-               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
-               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
-               p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
-               p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
-               p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
-               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
-               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
-               p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
-               p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
-               p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
-               p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
-               p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
-               p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
-               p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
-               p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
-               p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
-               p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
-               p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
-               p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
-               p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
-               p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
-               p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
-               p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
-               p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
-               p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
-               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
-               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
-               p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
-               p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
-               p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
-               p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
-               p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
-               p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
-               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
-               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
-               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
-               p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
-               p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
-               p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
-               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
-               p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
-               p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
-               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
-               p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
-               p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
-               p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
-               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
-               p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
-               p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
-               p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
-               p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
-               p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
-               p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
-               p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
-               p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
-               p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
-               p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
-               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
-               p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
-               p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
-               p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
-               p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
-               p->loc_NormalmapScrollBlend       = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
+               p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
+               p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
+               p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
+               p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
+               p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
+               p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
+               p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
+               p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
+               p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
+               p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
+               p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
+               p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
+               p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
+               p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
+               p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
+               p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
+               p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
+               p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
+               p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
+               p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
+               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
+               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
+               p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
+               p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
+               p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
+               p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
+               p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
+               p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
+               p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
+               p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
+               p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
+               p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
+               p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
+               p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
+               p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
+               p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
+               p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
+               p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
+               p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
+               p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
+               p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
+               p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
+               p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
+               p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
+               p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
+               p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
+               p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
+               p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
+               p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
+               p->loc_OffsetMapping_Scale        = qglGetUniformLocation(p->program, "OffsetMapping_Scale");
+               p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
+               p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
+               p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
+               p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
+               p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
+               p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
+               p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
+               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
+               p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
+               p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
+               p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
+               p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
+               p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
+               p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
+               p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
+               p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
+               p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
+               p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
+               p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
+               p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
+               p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
+               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
+               p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
+               p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
+               p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
+               p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
+               p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
                // initialize the samplers to refer to the texture units we use
-               if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
-               if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
-               if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
-               if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
-               if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
-               if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
-               if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
-               if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
-               if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
-               if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
-               if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
-               if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
-               if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
-               if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
-               if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
-               if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
-               if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
-               if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
-               if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
-               if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
-               if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
-               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
-               if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
-               if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
-               if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
-               if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
-               if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
-               if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
-               if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
+               if (p->loc_Texture_First           >= 0) qglUniform1i(p->loc_Texture_First          , GL20TU_FIRST);
+               if (p->loc_Texture_Second          >= 0) qglUniform1i(p->loc_Texture_Second         , GL20TU_SECOND);
+               if (p->loc_Texture_GammaRamps      >= 0) qglUniform1i(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
+               if (p->loc_Texture_Normal          >= 0) qglUniform1i(p->loc_Texture_Normal         , GL20TU_NORMAL);
+               if (p->loc_Texture_Color           >= 0) qglUniform1i(p->loc_Texture_Color          , GL20TU_COLOR);
+               if (p->loc_Texture_Gloss           >= 0) qglUniform1i(p->loc_Texture_Gloss          , GL20TU_GLOSS);
+               if (p->loc_Texture_Glow            >= 0) qglUniform1i(p->loc_Texture_Glow           , GL20TU_GLOW);
+               if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1i(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
+               if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1i(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
+               if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1i(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
+               if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1i(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
+               if (p->loc_Texture_Pants           >= 0) qglUniform1i(p->loc_Texture_Pants          , GL20TU_PANTS);
+               if (p->loc_Texture_Shirt           >= 0) qglUniform1i(p->loc_Texture_Shirt          , GL20TU_SHIRT);
+               if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1i(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
+               if (p->loc_Texture_FogMask         >= 0) qglUniform1i(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
+               if (p->loc_Texture_Lightmap        >= 0) qglUniform1i(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
+               if (p->loc_Texture_Deluxemap       >= 0) qglUniform1i(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
+               if (p->loc_Texture_Attenuation     >= 0) qglUniform1i(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
+               if (p->loc_Texture_Cube            >= 0) qglUniform1i(p->loc_Texture_Cube           , GL20TU_CUBE);
+               if (p->loc_Texture_Refraction      >= 0) qglUniform1i(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
+               if (p->loc_Texture_Reflection      >= 0) qglUniform1i(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
+               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1i(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
+               if (p->loc_Texture_CubeProjection  >= 0) qglUniform1i(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
+               if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1i(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
+               if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1i(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
+               if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1i(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
+               if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1i(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
+               if (p->loc_Texture_ReflectMask     >= 0) qglUniform1i(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
+               if (p->loc_Texture_ReflectCube     >= 0) qglUniform1i(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
                CHECKGLERROR
                Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
        }
@@ -3909,17 +3909,17 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
                                {
                                        //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
-                                       qglUseProgramObjectARB(0);CHECKGLERROR
+                                       qglUseProgram(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
                                }
                        }
                }
                CHECKGLERROR
-               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+               qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
        }
-       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
-       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
-       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
+       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
 }
 
 #ifdef SUPPORTCG
@@ -4937,9 +4937,9 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
 {
        DPSOFTRAST_SetShader(mode, permutation);
-       DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
-       DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
-       DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
 }
 
 void R_GLSL_Restart_f(void)
@@ -5854,93 +5854,93 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
                }
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
-                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
-                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
-                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
-                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
-                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
        
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                               qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                }
                else
                {
                        if (mode == SHADERMODE_FLATCOLOR)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
                        }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
-                               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]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
                        else
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
                        {
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                                else
-                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
                        }
-                       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) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       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);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
-               }
-               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-
-               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
-               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(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) qglUniform4f(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) qglUniform4f(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) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
                if (r_glsl_permutation->loc_Color_Pants >= 0)
                {
                        if (rsurface.texture->pantstexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
                }
                if (r_glsl_permutation->loc_Color_Shirt >= 0)
                {
                        if (rsurface.texture->shirttexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
                }
-               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
-               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
-               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
-               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
        //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
        //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
@@ -6164,131 +6164,128 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
                R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
                R_SetupShader_SetPermutationSoft(mode, permutation);
-               {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
-                       {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
-                       DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
-                       DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-                       DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
-                       DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
-                       DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+                       {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
        
                        // additive passes are only darkened by fog, not tinted
-                       DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
-                       DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                }
                else
                {
                        if (mode == SHADERMODE_FLATCOLOR)
                        {
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
                        }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
                        else
                        {
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
                        else
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_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);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
-                       DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
-                       DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-                       DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
-               }
-               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
-               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
-               {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
-               DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-
-               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-               DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
-               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
                if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
                {
                        if (rsurface.texture->pantstexture)
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                        else
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
                }
                if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
                {
                        if (rsurface.texture->shirttexture)
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                        else
-                               DPSOFTRAST_Uniform3fARB(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
-               }
-               DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-               DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
-               DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
-               DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
-               DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
-               DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
-       //      R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
-       //      R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
-       //      R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
+               }
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
                R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
                R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
                R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
                R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
-               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
-               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
-               R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
-               R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
-               R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
-               R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
-               R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
-               R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
+               if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
                R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
                R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
-               R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
+               if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
                if (rsurfacepass == RSURFPASS_BACKGROUND)
                {
-                       if(DPSOFTRAST_UNIFORM_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
-                       else if(DPSOFTRAST_UNIFORM_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
-                       if(DPSOFTRAST_UNIFORM_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+                       R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+                       if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+                       R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
                else
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
-//             R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
-               R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
-               R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
+//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
+//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
                        if (rsurface.rtlight)
                        {
-                               R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
-                               R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                               if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                               if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
                break;
@@ -6371,16 +6368,16 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                break;
        case RENDERPATH_GL20:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
-               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
-               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
+               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
                if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
                if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
@@ -6416,16 +6413,16 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                break;
        case RENDERPATH_SOFT:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               DPSOFTRAST_Uniform3fARB(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
-               DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
-               DPSOFTRAST_Uniform3fARB(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               DPSOFTRAST_Uniform3fARB(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               DPSOFTRAST_Uniform3fARB(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
-               DPSOFTRAST_Uniform2fARB(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               DPSOFTRAST_Uniform4fARB(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               DPSOFTRAST_Uniform1fARB(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-               DPSOFTRAST_Uniform2fARB(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
                R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
@@ -7267,7 +7264,7 @@ void gl_main_start(void)
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
 
-       r_loaddds = r_texture_dds_load.integer;
+       r_loaddds = r_texture_dds_load.integer != 0;
        r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
 
        switch(vid.renderpath)
@@ -7797,7 +7794,7 @@ void R_FrameData_Resize(void)
        wantedsize = bound(65536, wantedsize, 1000*1024*1024);
        if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
        {
-               r_framedata_mem_t *newmem = Mem_Alloc(r_main_mempool, wantedsize);
+               r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
                newmem->wantedsize = wantedsize;
                newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
                newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
@@ -8577,8 +8574,8 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                        Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
                        break;
                case RENDERPATH_GL20:
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
                case RENDERPATH_CGGL:
@@ -8594,8 +8591,8 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
                case RENDERPATH_SOFT:
-                       DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
-                       DPSOFTRAST_UniformMatrix4fvARB(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
                        break;
                }
        }
@@ -9331,7 +9328,7 @@ void R_HDR_RenderBloomTexture(void)
 {
        int oldwidth, oldheight;
        float oldcolorscale;
-       int oldwaterstate;
+       qboolean oldwaterstate;
 
        oldwaterstate = r_waterstate.enabled;
        oldcolorscale = r_refdef.view.colorscale;
@@ -9522,15 +9519,15 @@ static void R_BlendView(void)
                        if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
                        if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
                        if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
-                       if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
-                       if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
-                       if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
-                       if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
-                       if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
-                       if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
-                       if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-                       if (r_glsl_permutation->loc_BloomColorSubtract    >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+                       if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
+                       if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       if (r_glsl_permutation->loc_BloomColorSubtract    >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
                        break;
                case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
@@ -9581,15 +9578,15 @@ static void R_BlendView(void)
                        R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
                        R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
                        R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
-                       DPSOFTRAST_Uniform1fARB(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
-                       DPSOFTRAST_Uniform2fARB(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-                       DPSOFTRAST_Uniform4fARB(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
                        break;
                default:
                        break;
@@ -9823,9 +9820,13 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
 R_RenderView
 ================
 */
+int dpsoftrast_test;
 void R_RenderView(void)
 {
        matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
+
+       dpsoftrast_test = r_test.integer;
+
        if (r_timereport_active)
                R_TimeReport("start");
        r_textureframe++; // used only by R_GetCurrentTexture
@@ -11186,10 +11187,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                }
                else if (wanttangents)
                {
-                       rsurface.modelvertex3f = R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
-                       rsurface.modelsvector3f = R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
-                       rsurface.modeltvector3f = R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
-                       rsurface.modelnormal3f = R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
@@ -11197,10 +11198,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                }
                else if (wantnormals)
                {
-                       rsurface.modelvertex3f = R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
-                       rsurface.modelnormal3f = R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
@@ -11208,7 +11209,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                }
                else
                {
-                       rsurface.modelvertex3f = R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
@@ -11341,16 +11342,16 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        if (wanttangents)
        {
                rsurface.modelvertex3f = (float *)vertex3f;
-               rsurface.modelsvector3f = svector3f ? (float *)svector3f : R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
-               rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
-               rsurface.modelnormal3f = normal3f ? (float *)normal3f : R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else if (wantnormals)
        {
                rsurface.modelvertex3f = (float *)vertex3f;
                rsurface.modelsvector3f = NULL;
                rsurface.modeltvector3f = NULL;
-               rsurface.modelnormal3f = normal3f ? (float *)normal3f : R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else
        {
@@ -11431,13 +11432,13 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        {
                if ((wantnormals || wanttangents) && !normal3f)
                {
-                       rsurface.modelnormal3f = R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
                        Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
                }
                if (wanttangents && !svector3f)
                {
-                       rsurface.modelsvector3f = R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
-                       rsurface.modeltvector3f = R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
                        Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
                }
        }
@@ -11727,7 +11728,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if (gaps)
                {
                        // build a new triangle elements array for this batch
-                       rsurface.batchelement3i = R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
+                       rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                        rsurface.batchfirsttriangle = 0;
                        numtriangles = 0;
                        for (i = 0;i < texturenumsurfaces;i++)
@@ -11745,7 +11746,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        if (endvertex <= 65536)
                        {
                                // make a 16bit (unsigned short) index array if possible
-                               rsurface.batchelement3s = R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
+                               rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                                for (i = 0;i < numtriangles*3;i++)
                                        rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                        }
@@ -11786,7 +11787,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchtexcoordlightmap2f = NULL;
                rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
                rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
-               rsurface.batchelement3i = R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
+               rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                rsurface.batchelement3i_indexbuffer = NULL;
                rsurface.batchelement3i_bufferoffset = 0;
                rsurface.batchelement3s = NULL;
@@ -11794,22 +11795,22 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchelement3s_bufferoffset = 0;
                // we'll only be setting up certain arrays as needed
                if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
-                       rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
+                       rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
                if (batchneed & BATCHNEED_ARRAY_VERTEX)
-                       rsurface.batchvertex3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+                       rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_NORMAL)
-                       rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+                       rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_VECTOR)
                {
-                       rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
-                       rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+                       rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+                       rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                }
                if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
-                       rsurface.batchlightmapcolor4f = R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
+                       rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
-                       rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+                       rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
-                       rsurface.batchtexcoordlightmap2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+                       rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                numvertices = 0;
                numtriangles = 0;
                for (i = 0;i < texturenumsurfaces;i++)
@@ -11848,7 +11849,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // (in general, dynamic batches fit)
                if (numvertices <= 65536)
                {
-                       rsurface.batchelement3s = R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
+                       rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                        for (i = 0;i < numtriangles*3;i++)
                                rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                }
@@ -11870,7 +11871,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                int size3;
                const int *offsets;
                const unsigned char *lm;
-               rsurface.batchlightmapcolor4f = R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
+               rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
                rsurface.batchlightmapcolor4f_bufferoffset = 0;
                numvertices = 0;
@@ -11905,9 +11906,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                                        }
                                                }
                                        }
-                                       c[0] >>= 15;
-                                       c[1] >>= 15;
-                                       c[2] >>= 15;
+                                       c[0] >>= 7;
+                                       c[1] >>= 7;
+                                       c[2] >>= 7;
                                        Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
                                        numvertices++;
                                }
@@ -12089,7 +12090,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        break;
                case Q3DEFORM_NORMAL:
                        // deform the normals to make reflections wavey
-                       rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+                       rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
                        rsurface.batchnormal3f_vertexbuffer = NULL;
                        rsurface.batchnormal3f_bufferoffset = 0;
                        for (j = 0;j < batchnumvertices;j++)
@@ -12219,9 +12220,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                break;
        case Q3TCGEN_ENVIRONMENT:
                // make environment reflections using a spheremap
-//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                for (j = 0;j < batchnumvertices;j++)
                {
                        // identical to Q3A's method, but executed in worldspace so
@@ -12377,7 +12378,7 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
 {
        int i;
-       rsurface.passcolor4f = R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
        for (i = 0;i < rsurface.batchnumvertices;i++)
@@ -12391,12 +12392,13 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        const float *v;
        const float *c;
        float *c2;
-       rsurface.passcolor4f = R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
        if (rsurface.passcolor4f)
        {
                // generate color arrays
+               c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
                for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
@@ -12408,6 +12410,9 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        }
        else
        {
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
                for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
@@ -12428,10 +12433,11 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       rsurface.passcolor4f = R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
        {
                f = RSurf_FogVertex(v);
                c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
@@ -12448,10 +12454,11 @@ static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       rsurface.passcolor4f = R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] * r;
                c2[1] = c[1] * g;
@@ -12467,10 +12474,11 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       rsurface.passcolor4f = R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] + r_refdef.scene.ambient;
                c2[1] = c[1] + r_refdef.scene.ambient;
@@ -12546,7 +12554,7 @@ static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
        //vec3_t eyedir;
 
        // fake shading
-       rsurface.passcolor4f = R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
        for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
@@ -12594,7 +12602,7 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b,
        if (VectorLength2(diffusecolor) > 0)
        {
                // q3-style directional shading
-               rsurface.passcolor4f = R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
                rsurface.passcolor4f_vertexbuffer = 0;
                rsurface.passcolor4f_bufferoffset = 0;
                for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)