]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added a non-diffuse non-specular path for model lighting in the GLSL
[xonotic/darkplaces.git] / gl_rmain.c
index 8b0aec62c2b48a9079f0694e989b4b86e9698fbe..fbff42054f29af3ca8f78224abd31fba5e10160b 100644 (file)
@@ -112,6 +112,10 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 
 extern qboolean v_flipped_state;
 
@@ -444,10 +448,10 @@ static const char *builtinshaderstring =
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
 "varying vec4 ModelViewProjectionPosition;\n"
 "//#else\n"
-"//# ifdef USEREFRACTION\n"
+"//# ifdef MODE_REFRACTION\n"
 "//varying vec4 ModelViewProjectionPosition;\n"
 "//# else\n"
 "//#  ifdef USEREFLECTION\n"
@@ -515,7 +519,7 @@ static const char *builtinshaderstring =
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
 "#endif\n"
 "\n"
-"//#if defined(USEWATER) || defined(USEREFLECTION)\n"
+"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
 "//    ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
 "//    //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
 "//    //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
@@ -525,16 +529,14 @@ static const char *builtinshaderstring =
 "      // rendering\n"
 "      gl_Position = ftransform();\n"
 "\n"
-"#ifdef USEWATER\n"
+"#ifdef MODE_WATER\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
-"#else\n"
-"# ifdef USEWATER\n"
+"#endif\n"
+"#ifdef MODE_REFRACTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
-"# else\n"
-"#  ifdef USEREFLECTION\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
-"#  endif\n"
-"# endif\n"
 "#endif\n"
 "}\n"
 "\n"
@@ -569,7 +571,7 @@ static const char *builtinshaderstring =
 "uniform myhvec3 Color_Shirt;\n"
 "uniform myhvec3 FogColor;\n"
 "\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
 "uniform vec4 DistortScaleRefractReflect;\n"
 "uniform vec4 ScreenScaleRefractReflect;\n"
 "uniform vec4 ScreenCenterRefractReflect;\n"
@@ -578,11 +580,21 @@ static const char *builtinshaderstring =
 "uniform myhalf ReflectFactor;\n"
 "uniform myhalf ReflectOffset;\n"
 "//#else\n"
-"//# ifdef USEREFLECTION\n"
+"//# ifdef MODE_REFRACTION\n"
 "//uniform vec4 DistortScaleRefractReflect;\n"
 "//uniform vec4 ScreenScaleRefractReflect;\n"
 "//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhvec3 ReflectColor;\n"
+"//uniform myhvec4 RefractColor;\n"
+"//#  ifdef USEREFLECTION\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//#  endif\n"
+"//# else\n"
+"//#  ifdef USEREFLECTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//#  endif\n"
 "//# endif\n"
 "//#endif\n"
 "\n"
@@ -644,8 +656,45 @@ static const char *builtinshaderstring =
 "      return TexCoord;\n"
 "#endif\n"
 "}\n"
+"#endif // USEOFFSETMAPPING\n"
+"\n"
+"#ifdef MODE_WATER\n"
+"\n"
+"// water pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
+"      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"}\n"
+"\n"
+"#else // MODE_WATER\n"
+"#ifdef MODE_REFRACTION\n"
+"\n"
+"// refraction pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
+"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+"      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
+"\n"
+"#else // MODE_REFRACTION\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -703,17 +752,28 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "      // directional model lighting\n"
-"\n"
+"# ifdef USESPECULAR\n"
 "      // get the surface normal and light normal\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(LightVector);\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"# ifdef USESPECULAR\n"
 "      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
 "      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# else\n"
+"#  ifdef USEDIFFUSE\n"
+"      // get the surface normal and light normal\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(LightVector);\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+"#  else\n"
+"      color.rgb *= AmbientColor;\n"
+"#  endif\n"
 "# endif\n"
+"\n"
 "      color *= myhvec4(gl_Color);\n"
 "#endif // MODE_LIGHTDIRECTION\n"
 "\n"
@@ -775,27 +835,11 @@ static const char *builtinshaderstring =
 "\n"
 "\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"# ifdef USEWATER\n"
-"      color.rgb *= color.a;\n"
-"# endif\n"
-"# ifdef USEREFRACTION\n"
-"      color.rgb *= color.a;\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEWATER\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0)) * ReflectFactor + ReflectOffset;\n"
-"      color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, Fresnel), color.rgb, color.a);\n"
-"# endif\n"
-"# ifdef USEREFRACTION\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      color.rgb = mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor.rgb, color.rgb, color.a);\n"
-"# endif\n"
+"#ifdef USEGLOW\n"
+"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+"#endif\n"
+"\n"
+"#ifndef MODE_LIGHTSOURCE\n"
 "# ifdef USEREFLECTION\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
@@ -804,71 +848,82 @@ static const char *builtinshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
-"#ifdef USEGLOW\n"
-"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
-"#endif\n"
-"\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
 "      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
 "#endif\n"
 "\n"
 "#ifdef USECONTRASTBOOST\n"
-"      color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
-"#else\n"
-"      color.rgb *= SceneBrightness;\n"
+"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
 "#endif\n"
 "\n"
+"      color.rgb *= SceneBrightness;\n"
+"\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
+"#endif // MODE_REFRACTION\n"
+"#endif // MODE_WATER\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
 ;
 
-#define SHADERPERMUTATION_MODE_LIGHTMAP (1<<0) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE (1<<2) // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
-#define SHADERPERMUTATION_MODE_LIGHTDIRECTION (1<<3) // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-#define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<4) // (lightsource) use directional pixel shading from light source (rtlight)
-#define SHADERPERMUTATION_WATER (1<<5) // normalmap-perturbed refraction of the background, performed behind the surface (the texture or material must be transparent to see it)
-#define SHADERPERMUTATION_REFRACTION (1<<6) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-#define SHADERPERMUTATION_GLOW (1<<8) // (lightmap) blend in an additive glow texture
-#define SHADERPERMUTATION_FOG (1<<9) // tint the color by fog color or black if using additive blend mode
-#define SHADERPERMUTATION_COLORMAPPING (1<<10) // indicates this is a colormapped skin
-#define SHADERPERMUTATION_DIFFUSE (1<<11) // (lightsource) whether to use directional shading
-#define SHADERPERMUTATION_CONTRASTBOOST (1<<12) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
-#define SHADERPERMUTATION_SPECULAR (1<<13) // (lightsource or deluxemapping) render specular effects
-#define SHADERPERMUTATION_CUBEFILTER (1<<14) // (lightsource) use cubemap light filter
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<15) // adjust texcoords to roughly simulate a displacement mapped surface
-#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<16) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-
-#define SHADERPERMUTATION_INDICES (1<<17) // how many permutations are possible
-#define SHADERPERMUTATION_MASK (SHADERPERMUTATION_INDICES - 1) // mask of valid indexing bits for r_glsl_permutations[] array
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
 
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
-const char *permutationinfo[][2] =
+const char *shaderpermutationinfo[][2] =
 {
-       {"#define MODE_LIGHTMAP\n", " lightmap"},
-       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"#define USEWATER\n", " water"},
-       {"#define USEREFRACTION\n", " refraction"},
-       {"#define USEREFLECTION\n", " reflection"},
-       {"#define USEGLOW\n", " glow"},
-       {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
-       {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USECONTRASTBOOST\n", " contrastboost"},
-       {"#define USESPECULAR\n", " specular"},
+       {"#define USEFOG\n", " fog"},
        {"#define USECUBEFILTER\n", " cubefilter"},
+       {"#define USEGLOW\n", " glow"},
+       {"#define USEDIFFUSE\n", " diffuse"},
+       {"#define USESPECULAR\n", " specular"},
+       {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {NULL, NULL}
 };
 
+// this enum is multiplied by SHADERPERMUTATION_MODEBASE
+typedef enum shadermode_e
+{
+       SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
+       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
+       SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+       SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
+       SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
+       SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
+       SHADERMODE_COUNT
+}
+shadermode_t;
+
+// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
+const char *shadermodeinfo[][2] =
+{
+       {"#define MODE_LIGHTMAP\n", " lightmap"},
+       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"#define MODE_REFRACTION\n", " refraction"},
+       {"#define MODE_WATER\n", " water"},
+       {NULL, NULL}
+};
+
+#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
+
 typedef struct r_glsl_permutation_s
 {
        // indicates if we have tried compiling this permutation already
@@ -952,14 +1007,19 @@ static void R_GLSL_CompilePermutation(const char *filename, int permutation, int
        geomstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
-       for (i = 0;permutationinfo[i][0];i++)
+       i = permutation / SHADERPERMUTATION_MODEBASE;
+       vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
+       geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
+       fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
+       strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
+       for (i = 0;shaderpermutationinfo[i][0];i++)
        {
                if (permutation & (1<<i))
                {
-                       vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
-                       geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
-                       fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
-                       strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
+                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
+                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
+                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
+                       strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
                }
                else
                {
@@ -1093,8 +1153,10 @@ void R_GLSL_DumpShader_f(void)
 
        FS_Print(file, "// The engine may define the following macros:\n");
        FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
-       for (i = 0;permutationinfo[i][0];i++)
-               FS_Printf(file, "// %s", permutationinfo[i][0]);
+       for (i = 0;shadermodeinfo[i][0];i++)
+               FS_Printf(file, "// %s", shadermodeinfo[i][0]);
+       for (i = 0;shaderpermutationinfo[i][0];i++)
+               FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
        FS_Print(file, "\n");
        FS_Print(file, builtinshaderstring);
        FS_Close(file);
@@ -1105,7 +1167,7 @@ void R_GLSL_DumpShader_f(void)
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -1114,15 +1176,29 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        const char *shaderfilename = NULL;
        unsigned int permutation = 0;
        unsigned int shadertype = 0;
-       rtexture_t *nmap;
+       shadermode_t mode = 0;
        r_glsl_permutation = NULL;
        shaderfilename = "glsl/default.glsl";
        shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
        // TODO: implement geometry-shader based shadow volumes someday
-       if (rsurface.rtlight)
+       if (r_glsl_offsetmapping.integer)
+       {
+               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+               if (r_glsl_offsetmapping_reliefmapping.integer)
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+       }
+       if (rsurfacepass == RSURFPASS_BACKGROUND)
+       {
+               // distorted background
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+                       mode = SHADERMODE_WATER;
+               else
+                       mode = SHADERMODE_REFRACTION;
+       }
+       else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
                // light source
-               permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE;
+               mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
@@ -1133,23 +1209,15 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_glsl_offsetmapping.integer)
-               {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-               }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               // bright unshaded geometry
-               permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
+               // unshaded geometry (fullbright or ambient model lighting)
+               mode = SHADERMODE_LIGHTMAP;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
@@ -1164,33 +1232,39 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
-       else if (modellighting)
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
                // directional model lighting
-               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+               mode = SHADERMODE_LIGHTDIRECTION;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
+               permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
                        permutation |= SHADERPERMUTATION_SPECULAR;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_glsl_offsetmapping.integer)
-               {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-               }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+       {
+               // ambient model lighting
+               mode = SHADERMODE_LIGHTDIRECTION;
+               if (rsurface.texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface.texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
@@ -1201,23 +1275,23 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                {
                        // deluxemapping (light direction texture)
                        if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                               mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
-                               permutation |= SHADERPERMUTATION_SPECULAR;
+                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
                else if (r_glsl_deluxemapping.integer >= 2)
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
-                               permutation |= SHADERPERMUTATION_SPECULAR;
+                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
                else
                {
                        // ordinary lightmapping
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
+                       mode = SHADERMODE_LIGHTMAP;
                }
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
@@ -1225,19 +1299,12 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_glsl_offsetmapping.integer)
-               {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-               }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       permutation |= SHADERPERMUTATION_WATER;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
+       permutation |= mode * SHADERPERMUTATION_MODEBASE;
        if (!r_glsl_permutations[permutation].program)
        {
                if (!r_glsl_permutations[permutation].compiled)
@@ -1246,7 +1313,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                {
                        // remove features until we find a valid permutation
                        unsigned int i;
-                       for (i = (SHADERPERMUTATION_INDICES >> 1);;i>>=1)
+                       for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
                        {
                                if (!i)
                                {
@@ -1268,10 +1335,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        r_glsl_permutation = r_glsl_permutations + permutation;
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       if (mode == SHADERMODE_LIGHTSOURCE)
        {
-               if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
                if (permutation & SHADERPERMUTATION_DIFFUSE)
                {
@@ -1289,7 +1354,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
                }
        }
-       else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       else if (mode == SHADERMODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
@@ -1306,22 +1371,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
                if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
        }
-       nmap = rsurface.texture->currentskinframe->nmap;
-       if (gl_lightmaps.integer)
-               nmap = r_texture_blanknormalmap;
-       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
-       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
-       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
-       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
-       if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
-       if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-       //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
-       if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
-       if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
        if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
        if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
        {
@@ -1332,7 +1381,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                //   color.rgb *= [[SceneBrightness * ContrastBoost]];
                //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
                // and Black:
-               //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+               //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
                // and do [[calculations]] here in the engine
                qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
                if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
@@ -1345,6 +1394,21 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                else
+               /*
+               {
+                       vec3_t fogvec;
+                       //   color.rgb *= SceneBrightness;
+                       VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
+                       if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
+                       {
+                               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+                               fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+                               fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+                               fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+                       }
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
+               }
+               */
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
        }
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
@@ -1487,7 +1551,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe && skinframe->base)
                return skinframe;
 
-       basepixels = loadimagepixels(name, complain, 0, 0);
+       basepixels = loadimagepixels(name, complain, 0, 0, true);
        if (basepixels == NULL)
                return NULL;
 
@@ -1532,13 +1596,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // _norm is the name used by tenebrae and has been adopted as standard
        if (loadnormalmap)
        {
-               if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+               if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL)
                {
                        skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
-               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != NULL)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
@@ -1557,10 +1621,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // _luma is supported for tenebrae compatibility
        // (I think it's a very stupid name, but oh well)
        // _glow is the preferred name
-       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
 
        if (basepixels)
                Mem_Free(basepixels);
@@ -1868,6 +1932,11 @@ void GL_Main_Init(void)
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+       Cvar_RegisterVariable(&r_track_sprites);
+       Cvar_RegisterVariable(&r_track_sprites_flags);
+       Cvar_RegisterVariable(&r_track_sprites_scalew);
+       Cvar_RegisterVariable(&r_track_sprites_scaleh);
 }
 
 extern void R_Textures_Init(void);
@@ -2071,7 +2140,8 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+
                }
                if(r_cullentities_trace.integer)
                {
@@ -2094,7 +2164,7 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
 
@@ -2276,8 +2346,6 @@ static void R_View_SetFrustum(void)
        r_view.frustum[5].dist = m[15] + m[14];
 #endif
 
-
-
        if (r_view.useperspective)
        {
                slopex = 1.0 / r_view.frustum_x;
@@ -2287,6 +2355,14 @@ static void R_View_SetFrustum(void)
                VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
                VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
                VectorCopy(r_view.forward, r_view.frustum[4].normal);
+               
+               // Leaving those out was a mistake, those were in the old code, and they
+               // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
+               // I couldn't reproduce it after adding those normalizations. --blub
+               VectorNormalize(r_view.frustum[0].normal);
+               VectorNormalize(r_view.frustum[1].normal);
+               VectorNormalize(r_view.frustum[2].normal);
+               VectorNormalize(r_view.frustum[3].normal);
 
                // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
                VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
@@ -2525,7 +2601,7 @@ static void R_Water_StartFrame(void)
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
-       if (!r_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+       if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
                texturewidth = textureheight = waterwidth = waterheight = 0;
        else if (gl_support_arb_texture_non_power_of_two)
        {
@@ -2714,6 +2790,8 @@ static void R_Water_ProcessPlanes(void)
 
                        R_ResetViewRendering3D();
                        R_ClearScreen();
+                       if (r_timereport_active)
+                               R_TimeReport("viewclear");
 
                        R_RenderScene(false);
 
@@ -2724,9 +2802,12 @@ static void R_Water_ProcessPlanes(void)
 
                        R_ResetViewRendering3D();
                        R_ClearScreen();
+                       if (r_timereport_active)
+                               R_TimeReport("viewclear");
                }
 
                r_view = originalview;
+               r_view.clear = true;
                r_waterstate.renderingscene = false;
        }
        return;
@@ -3018,8 +3099,7 @@ void R_HDR_RenderBloomTexture(void)
 
        R_ClearScreen();
        if (r_timereport_active)
-               R_TimeReport("clear");
-
+               R_TimeReport("viewclear");
 
        // restore the view settings
        r_view.width = oldwidth;
@@ -3181,13 +3261,17 @@ void R_RenderView(void)
 
        CHECKGLERROR
        if (r_timereport_active)
-               R_TimeReport("setup");
+               R_TimeReport("viewsetup");
 
        R_ResetViewRendering3D();
 
-       R_ClearScreen();
-       if (r_timereport_active)
-               R_TimeReport("clear");
+       if (r_view.clear)
+       {
+               R_ClearScreen();
+               if (r_timereport_active)
+                       R_TimeReport("viewclear");
+       }
+       r_view.clear = true;
 
        r_view.showdebug = true;
 
@@ -3222,7 +3306,7 @@ void R_RenderScene(qboolean addwaterplanes)
 
                R_View_Update();
                if (r_timereport_active)
-                       R_TimeReport("watervisibility");
+                       R_TimeReport("watervis");
 
                if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
                {
@@ -3917,6 +4001,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       else if (rsurface.modeltexcoordlightmap2f == NULL)
+       {
+               // pick a model lighting mode
+               if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+                       t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
+               else
+                       t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+       }
        if (ent->effects & EF_ADDITIVE)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
@@ -3929,8 +4021,6 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
-       if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-               t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND);
 
        for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
        {
@@ -5316,64 +5406,121 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
 
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+               return;
+
        if (rsurface.mode != RSURFMODE_GLSL)
        {
                rsurface.mode = RSURFMODE_GLSL;
                R_Mesh_ResetTextureState();
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
-       if (!r_glsl_permutation)
-               return;
-
-       if (rsurface.lightmode == 2)
-               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       else
-               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-
-       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+       R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+       R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+       R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else if (rsurface.uselightmaptexture)
        {
                R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+               R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
        }
+       R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
+       R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+       R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+
+       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+       {
+               // render background
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+
+               R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+               if (r_glsl_permutation)
+               {
+                       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
+               }
+
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(false);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               }
+               else if (rsurface.uselightmaptexture)
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
+                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+               }
+               else
+               {
+                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+               }
+               R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+               R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+       }
+
+       R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+       if (!r_glsl_permutation)
+               return;
+
+       RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+
+       if (r_glsl_permutation->loc_Texture_Refraction >= 0)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+       }
 
        if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12);
-               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12);
+               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
                else
                        RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
        }
        else
        {
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12);
-               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12);
+               if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
                else
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
@@ -5394,6 +5541,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        if (rsurface.mode != RSURFMODE_MULTIPASS)
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                vec4_t layercolor;
@@ -5444,7 +5592,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
                        m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
-                       if (rsurface.lightmode == 2)
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else if (rsurface.uselightmaptexture)
                                RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -5516,6 +5664,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        if (rsurface.mode != RSURFMODE_MULTIPASS)
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -5545,7 +5694,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
                                m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface.lightmode == 2)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                else if (rsurface.uselightmaptexture)
                                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -5573,7 +5722,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
                                m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface.lightmode == 2)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
@@ -5713,8 +5862,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                GL_DepthMask(writedepth);
                GL_Color(1,1,1,1);
                GL_AlphaTest(false);
-               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
-               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                R_Mesh_ColorPointer(NULL, 0, 0);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_texture_white);
@@ -5722,8 +5869,8 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
                m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                R_Mesh_TextureState(&m);
-               RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
-               if (rsurface.lightmode == 2)
+               RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                else if (rsurface.uselightmaptexture)
                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -5748,8 +5895,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
-               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                if (r_glsl.integer && gl_support_fragment_shader)
                        R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
                else if (gl_combine.integer && r_textureunits.integer >= 2)