]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
renamed MATERIALFLAG_WATER to MATERIALFLAG_WATERSCROLL
[xonotic/darkplaces.git] / model_shared.c
index 0c0ccbf888d2e20c3a3a821703879ae43ac7a4a4..9899adcf1653b9e9362132a83b0f211a727b5fca 100644 (file)
@@ -33,10 +33,20 @@ model_t *loadmodel;
 static mempool_t *mod_mempool;
 static memexpandablearray_t models;
 
-// FIXME: make this a memexpandablearray_t
-#define Q3SHADER_MAXSHADERS 16384
-static int q3shaders_numshaders = 0;
-static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
+static mempool_t* q3shaders_mem;
+typedef struct q3shader_hash_entry_s
+{
+  q3shaderinfo_t shader;
+  struct q3shader_hash_entry_s* chain;
+} q3shader_hash_entry_t;
+#define Q3SHADER_HASH_SIZE  1021
+typedef struct q3shader_data_s
+{
+  memexpandablearray_t hash_entries;
+  q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
+  memexpandablearray_t char_ptrs;
+} q3shader_data_t;
+static q3shader_data_t* q3shader_data;
 
 static void mod_start(void)
 {
@@ -62,6 +72,8 @@ static void mod_shutdown(void)
        for (i = 0;i < nummodels;i++)
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
                        Mod_UnloadModel(mod);
+
+       Mem_FreePool (&q3shaders_mem);
 }
 
 static void mod_newmap(void)
@@ -233,6 +245,18 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
        VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
        VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
 
+       // if we're loading a worldmodel, then this is a level change
+       if (mod->isworldmodel)
+       {
+               // clear out any stale submodels or worldmodels lying around
+               // if we did this clear before now, an error might abort loading and
+               // leave things in a bad state
+               Mod_RemoveStaleWorldModels(mod);
+               // reload q3 shaders, to make sure they are ready to go for this level
+               // (including any models loaded for this level)
+               Mod_LoadQ3Shaders();
+       }
+
        if (buf)
        {
                char *bufend = (char *)buf + filesize;
@@ -253,7 +277,6 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
                else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
-               else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
                else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
                else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
@@ -1030,7 +1053,7 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        }
 }
 
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float v[3], tc[3];
        v[0] = ix;
@@ -1045,16 +1068,16 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels,
        texcoord2f[1] = tc[1];
 }
 
-void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float vup[3], vdown[3], vleft[3], vright[3];
        float tcup[3], tcdown[3], tcleft[3], tcright[3];
        float sv[3], tv[3], nl[3];
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
        Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
        Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
        VectorAdd(svector3f, sv, svector3f);
@@ -1070,7 +1093,7 @@ void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewid
        VectorAdd(normal3f, nl, normal3f);
 }
 
-void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        int x, y, ix, iy, *e;
        e = element3i;
@@ -1090,7 +1113,7 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima
        Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
        for (y = 0, iy = y1;y < height + 1;y++, iy++)
                for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
-                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+                       Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
 }
 
 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
@@ -1105,6 +1128,54 @@ q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
        return Q3WAVEFUNC_NONE;
 }
 
+static void Q3Shaders_Clear()
+{
+       /* Just clear out everything... */
+       Mem_FreePool (&q3shaders_mem);
+       /* ...and alloc the structs again. */
+       q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+       q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+               sizeof (q3shader_data_t));
+       Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries, 
+               q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+       Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+               q3shaders_mem, sizeof (char**), 256);
+}
+
+static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
+{
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
+       q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+       q3shader_hash_entry_t* lastEntry = NULL;
+       while (entry != NULL)
+       {
+               if (strcasecmp (entry->shader.name, shader->name) == 0)
+               {
+                       Con_Printf("Shader '%s' already defined\n", shader->name);
+                       return;
+               }
+               lastEntry = entry;
+               entry = entry->chain;
+       }
+       if (entry == NULL)
+       {
+               if (lastEntry->shader.name[0] != 0)
+               {
+                       /* Add to chain */
+                       q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
+                         Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
+                       
+                       while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
+                       lastEntry->chain = newEntry;
+                       newEntry->chain = NULL;
+                       lastEntry = newEntry;
+               }
+               /* else: head of chain, in hash entry array */
+               entry = lastEntry;
+       }
+       memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
+}
+
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1112,11 +1183,13 @@ void Mod_LoadQ3Shaders(void)
        fssearch_t *search;
        char *f;
        const char *text;
-       q3shaderinfo_t *shader;
+       q3shaderinfo_t shader;
        q3shaderinfo_layer_t *layer;
        int numparameters;
        char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
-       q3shaders_numshaders = 0;
+
+       Q3Shaders_Clear();
+
        search = FS_Search("scripts/*.shader", true, false);
        if (!search)
                return;
@@ -1127,21 +1200,16 @@ void Mod_LoadQ3Shaders(void)
                        continue;
                while (COM_ParseToken_QuakeC(&text, false))
                {
-                       if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
-                       {
-                               Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n");
-                               break;
-                       }
-                       shader = q3shaders_shaders + q3shaders_numshaders++;
-
-                       memset(shader, 0, sizeof(*shader));
-                       VectorSet(shader->reflectcolor, 1, 1, 1);
-                       VectorSet(shader->refractcolor, 1, 1, 1);
-                       shader->refractmin = 0;
-                       shader->refractmax = 1;
-                       shader->refractfactor = 1;
-
-                       strlcpy(shader->name, com_token, sizeof(shader->name));
+                       memset (&shader, 0, sizeof(shader));
+                       shader.reflectmin = 0;
+                       shader.reflectmax = 1;
+                       shader.refractfactor = 1;
+                       Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
+                       shader.reflectfactor = 1;
+                       Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+                       shader.r_water_wateralpha = 1;
+
+                       strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
                        {
                                Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
@@ -1153,25 +1221,28 @@ void Mod_LoadQ3Shaders(void)
                                        break;
                                if (!strcasecmp(com_token, "{"))
                                {
-                                       if (shader->numlayers < Q3SHADER_MAXLAYERS)
+                                       static q3shaderinfo_layer_t dummy;
+                                       if (shader.numlayers < Q3SHADER_MAXLAYERS)
                                        {
-                                               layer = shader->layers + shader->numlayers++;
-                                               layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
-                                               layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
-                                               layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
-                                               layer->blendfunc[0] = GL_ONE;
-                                               layer->blendfunc[1] = GL_ZERO;
+                                               layer = shader.layers + shader.numlayers++;
                                        }
                                        else
-                                               layer = NULL;
+                                       {
+                                               // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+                                               memset(&dummy, 0, sizeof(dummy));
+                                               layer = &dummy;
+                                       }
+                                       layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+                                       layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+                                       layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                       layer->blendfunc[0] = GL_ONE;
+                                       layer->blendfunc[1] = GL_ZERO;
                                        while (COM_ParseToken_QuakeC(&text, false))
                                        {
                                                if (!strcasecmp(com_token, "}"))
                                                        break;
                                                if (!strcasecmp(com_token, "\n"))
                                                        continue;
-                                               if (layer == NULL)
-                                                       continue;
                                                numparameters = 0;
                                                for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
                                                {
@@ -1187,7 +1258,7 @@ void Mod_LoadQ3Shaders(void)
                                                        parameter[j][0] = 0;
                                                if (developer.integer >= 100)
                                                {
-                                                       Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
+                                                       Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
                                                        for (j = 0;j < numparameters;j++)
                                                                Con_Printf(" %s", parameter[j]);
                                                        Con_Print("\n");
@@ -1250,17 +1321,20 @@ void Mod_LoadQ3Shaders(void)
                                                                layer->clampmap = true;
                                                        layer->numframes = 1;
                                                        layer->framerate = 1;
-                                                       strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
+                                                       layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
+                                                               &q3shader_data->char_ptrs);
+                                                       layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
                                                        if (!strcasecmp(parameter[1], "$lightmap"))
-                                                               shader->lighting = true;
+                                                               shader.lighting = true;
                                                }
                                                else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
                                                {
                                                        int i;
                                                        layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
                                                        layer->framerate = atof(parameter[1]);
+                                                       layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
                                                        for (i = 0;i < layer->numframes;i++)
-                                                               strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
+                                                               layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
                                                }
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
                                                {
@@ -1359,23 +1433,23 @@ void Mod_LoadQ3Shaders(void)
                                                        else
                                                                Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
                                                }
-                                               // break out a level if it was }
+                                               // break out a level if it was a closing brace (not using the character here to not confuse vim)
                                                if (!strcasecmp(com_token, "}"))
                                                        break;
                                        }
                                        if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
-                                               shader->lighting = true;
+                                               shader.lighting = true;
                                        if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
                                        {
-                                               if (layer == shader->layers + 0)
+                                               if (layer == shader.layers + 0)
                                                {
                                                        // vertex controlled transparency
-                                                       shader->vertexalpha = true;
+                                                       shader.vertexalpha = true;
                                                }
                                                else
                                                {
                                                        // multilayer terrain shader or similar
-                                                       shader->textureblendalpha = true;
+                                                       shader.textureblendalpha = true;
                                                }
                                        }
                                        continue;
@@ -1397,7 +1471,7 @@ void Mod_LoadQ3Shaders(void)
                                        break;
                                if (developer.integer >= 100)
                                {
-                                       Con_Printf("%s: ", shader->name);
+                                       Con_Printf("%s: ", shader.name);
                                        for (j = 0;j < numparameters;j++)
                                                Con_Printf(" %s", parameter[j]);
                                        Con_Print("\n");
@@ -1407,181 +1481,185 @@ void Mod_LoadQ3Shaders(void)
                                if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
                                {
                                        if (!strcasecmp(parameter[1], "alphashadow"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
                                        else if (!strcasecmp(parameter[1], "areaportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
                                        else if (!strcasecmp(parameter[1], "botclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
                                        else if (!strcasecmp(parameter[1], "clusterportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
                                        else if (!strcasecmp(parameter[1], "detail"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
                                        else if (!strcasecmp(parameter[1], "donotenter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
                                        else if (!strcasecmp(parameter[1], "dust"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DUST;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DUST;
                                        else if (!strcasecmp(parameter[1], "hint"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_HINT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_HINT;
                                        else if (!strcasecmp(parameter[1], "fog"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_FOG;
+                                               shader.surfaceparms |= Q3SURFACEPARM_FOG;
                                        else if (!strcasecmp(parameter[1], "lava"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LAVA;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LAVA;
                                        else if (!strcasecmp(parameter[1], "lightfilter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
                                        else if (!strcasecmp(parameter[1], "lightgrid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
                                        else if (!strcasecmp(parameter[1], "metalsteps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
                                        else if (!strcasecmp(parameter[1], "nodamage"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
                                        else if (!strcasecmp(parameter[1], "nodlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
                                        else if (!strcasecmp(parameter[1], "nodraw"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODRAW;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
                                        else if (!strcasecmp(parameter[1], "nodrop"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODROP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODROP;
                                        else if (!strcasecmp(parameter[1], "noimpact"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
                                        else if (!strcasecmp(parameter[1], "nolightmap"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
                                        else if (!strcasecmp(parameter[1], "nomarks"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMARKS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
                                        else if (!strcasecmp(parameter[1], "nomipmaps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
                                        else if (!strcasecmp(parameter[1], "nonsolid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NONSOLID;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
                                        else if (!strcasecmp(parameter[1], "origin"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ORIGIN;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
                                        else if (!strcasecmp(parameter[1], "playerclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
                                        else if (!strcasecmp(parameter[1], "sky"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SKY;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SKY;
                                        else if (!strcasecmp(parameter[1], "slick"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLICK;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLICK;
                                        else if (!strcasecmp(parameter[1], "slime"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLIME;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLIME;
                                        else if (!strcasecmp(parameter[1], "structural"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
                                        else if (!strcasecmp(parameter[1], "trans"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_TRANS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_TRANS;
                                        else if (!strcasecmp(parameter[1], "water"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_WATER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_WATER;
                                        else if (!strcasecmp(parameter[1], "pointlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
                                        else if (!strcasecmp(parameter[1], "antiportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
                                        else
                                                Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
                                }
                                else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
-                                       shader->surfaceparms |= Q3SURFACEPARM_SKY;
-                                       strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+                                       shader.surfaceparms |= Q3SURFACEPARM_SKY;
+                                       strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
                                }
                                else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
-                                       shader->surfaceparms |= Q3SURFACEPARM_SKY;
+                                       shader.surfaceparms |= Q3SURFACEPARM_SKY;
                                        if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
-                                               strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+                                               strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
                                }
                                else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
                                {
                                        if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
-                                               shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED;
+                                               shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
                                }
                                else if (!strcasecmp(parameter[0], "nomipmaps"))
-                                       shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                                       shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
                                else if (!strcasecmp(parameter[0], "nopicmip"))
-                                       shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+                                       shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
                                else if (!strcasecmp(parameter[0], "polygonoffset"))
-                                       shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
-                               else if (!strcasecmp(parameter[0], "dp_reflect"))
+                                       shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                               else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
+                                       shader.refractfactor = atof(parameter[1]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
                                {
-                                       shader->textureflags |= Q3TEXTUREFLAG_REFLECTION;
-                                       if(numparameters >= 2)
-                                               VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[1]), atof(parameter[1])); // grey
-                                       if(numparameters >= 4)
-                                               VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[2]), atof(parameter[3]));
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
+                                       shader.reflectfactor = atof(parameter[1]);
+                                       Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
                                }
-                               else if (!strcasecmp(parameter[0], "dp_refract"))
+                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
                                {
-                                       shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER;
-                                       if(numparameters >= 2)
-                                               shader->refractmin = atof(parameter[1]);
-                                       if(numparameters >= 3)
-                                               shader->refractmax = atof(parameter[2]);
-                                       if(numparameters >= 4)
-                                               shader->refractfactor = atof(parameter[3]);
-                                       if(numparameters >= 5)
-                                               VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[4]), atof(parameter[4])); // grey
-                                       if(numparameters >= 7)
-                                               VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[5]), atof(parameter[6]));
+                                       shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+                                       shader.reflectmin = atof(parameter[1]);
+                                       shader.reflectmax = atof(parameter[2]);
+                                       shader.refractfactor = atof(parameter[3]);
+                                       shader.reflectfactor = atof(parameter[4]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+                                       Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+                                       shader.r_water_wateralpha = atof(parameter[11]);
                                }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
                                        int i, deformindex;
                                        for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
-                                               if (!shader->deforms[deformindex].deform)
+                                               if (!shader.deforms[deformindex].deform)
                                                        break;
                                        if (deformindex < Q3MAXDEFORMS)
                                        {
                                                for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
-                                                       shader->deforms[deformindex].parms[i] = atof(parameter[i+2]);
-                                                    if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
-                                               else if (!strcasecmp(parameter[1], "autosprite"      )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
-                                               else if (!strcasecmp(parameter[1], "autosprite2"     )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
-                                               else if (!strcasecmp(parameter[1], "text0"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0;
-                                               else if (!strcasecmp(parameter[1], "text1"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1;
-                                               else if (!strcasecmp(parameter[1], "text2"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2;
-                                               else if (!strcasecmp(parameter[1], "text3"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3;
-                                               else if (!strcasecmp(parameter[1], "text4"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4;
-                                               else if (!strcasecmp(parameter[1], "text5"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5;
-                                               else if (!strcasecmp(parameter[1], "text6"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6;
-                                               else if (!strcasecmp(parameter[1], "text7"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7;
-                                               else if (!strcasecmp(parameter[1], "bulge"           )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE;
-                                               else if (!strcasecmp(parameter[1], "normal"          )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL;
+                                                       shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
+                                                    if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+                                               else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+                                               else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+                                               else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
+                                               else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
+                                               else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
+                                               else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
+                                               else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
+                                               else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
+                                               else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
+                                               else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
+                                               else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
+                                               else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
                                                else if (!strcasecmp(parameter[1], "wave"            ))
                                                {
-                                                       shader->deforms[deformindex].deform = Q3DEFORM_WAVE;
-                                                       shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
                                                        for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
-                                                               shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
                                                }
                                                else if (!strcasecmp(parameter[1], "move"            ))
                                                {
-                                                       shader->deforms[deformindex].deform = Q3DEFORM_MOVE;
-                                                       shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
                                                        for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
-                                                               shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
                                                }
                                        }
                                }
                        }
                        // identify if this is a blended terrain shader or similar
-                       if (shader->numlayers)
+                       if (shader.numlayers)
                        {
-                               shader->backgroundlayer = NULL;
-                               shader->primarylayer = shader->layers + 0;
-                               if ((shader->layers[0].blendfunc[0] == GL_ONE       && shader->layers[0].blendfunc[1] == GL_ZERO                && !shader->layers[0].alphatest)
-                               && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
-                               ||  (shader->layers[1].blendfunc[0] == GL_ONE       && shader->layers[1].blendfunc[1] == GL_ZERO                &&  shader->layers[1].alphatest)))
+                               shader.backgroundlayer = -1;
+                               shader.primarylayer = 0;
+                               if ((shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
+                               && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
+                               ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
                                {
                                        // terrain blending or other effects
-                                       shader->backgroundlayer = shader->layers + 0;
-                                       shader->primarylayer = shader->layers + 1;
+                                       shader.backgroundlayer = 0;
+                                       shader.primarylayer = 1;
                                }
                                // now see if the lightmap came first, and if so choose the second texture instead
-                               if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+                               if ((shader.layers[shader.primarylayer].texturename != NULL)
+                                 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
                                {
-                                       shader->backgroundlayer = NULL;
-                                       shader->primarylayer = shader->layers + 1;
+                                       shader.backgroundlayer = -1;
+                                       shader.primarylayer = 1;
                                }
                        }
                        // fix up multiple reflection types
-                       if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
-                               shader->textureflags &= ~Q3TEXTUREFLAG_REFLECTION;
+                       if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
+                               shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+
+                       Q3Shader_AddToHash (&shader);
                }
                Mem_Free(f);
        }
@@ -1589,10 +1667,14 @@ void Mod_LoadQ3Shaders(void)
 
 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
 {
-       int i;
-       for (i = 0;i < Q3SHADER_MAXSHADERS;i++)
-               if (!strcasecmp(q3shaders_shaders[i].name, name))
-                       return q3shaders_shaders + i;
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+       q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+       while (entry != NULL)
+       {
+               if (strcasecmp (entry->shader.name, name) == 0)
+                       return &entry->shader;
+               entry = entry->chain;
+       }
        return NULL;
 }
 
@@ -1614,7 +1696,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                texture->basematerialflags = 0;
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
-                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        if (shader->skyboxname[0])
                        {
                                // quake3 seems to append a _ to the skybox name, so this must do so as well
@@ -1622,21 +1704,17 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        }
                }
                else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
-                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                else
-                       texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->basematerialflags = MATERIALFLAG_WALL;
                if (shader->layers[0].alphatest)
                        texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
                if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
-                       texture->basepolygonoffset -= 2;
+                       texture->biaspolygonoffset -= 2;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFRACTION;
                if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
                        texture->basematerialflags |= MATERIALFLAG_REFLECTION;
                if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
@@ -1682,51 +1760,55 @@ nothing                GL_ZERO GL_ONE
                }
                if (!shader->lighting)
                        texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-               if (shader->primarylayer)
+               if (shader->primarylayer >= 0)
                {
-                       // copy over many shader->primarylayer parameters
-                       texture->rgbgen = shader->primarylayer->rgbgen;
-                       texture->alphagen = shader->primarylayer->alphagen;
-                       texture->tcgen = shader->primarylayer->tcgen;
-                       memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods));
+                       q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
+                       // copy over many primarylayer parameters
+                       texture->rgbgen = primarylayer->rgbgen;
+                       texture->alphagen = primarylayer->alphagen;
+                       texture->tcgen = primarylayer->tcgen;
+                       memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
                        // load the textures
-                       texture->numskinframes = shader->primarylayer->numframes;
-                       texture->skinframerate = shader->primarylayer->framerate;
-                       for (j = 0;j < shader->primarylayer->numframes;j++)
+                       texture->numskinframes = primarylayer->numframes;
+                       texture->skinframerate = primarylayer->framerate;
+                       for (j = 0;j < primarylayer->numframes;j++)
                        {
                                texflags = TEXF_ALPHA | TEXF_PRECACHE;
                                if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
                                        texflags |= TEXF_MIPMAP;
                                if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
                                        texflags |= TEXF_PICMIP | TEXF_COMPRESS;
-                               if (shader->primarylayer->clampmap)
+                               if (primarylayer->clampmap)
                                        texflags |= TEXF_CLAMP;
-                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
+                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
                                {
-                                       Con_Printf("^4%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
                                        texture->skinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
                }
-               if (shader->backgroundlayer)
+               if (shader->backgroundlayer >= 0)
                {
-                       texture->backgroundnumskinframes = shader->backgroundlayer->numframes;
-                       texture->backgroundskinframerate = shader->backgroundlayer->framerate;
-                       for (j = 0;j < shader->backgroundlayer->numframes;j++)
+                       q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
+                       texture->backgroundnumskinframes = backgroundlayer->numframes;
+                       texture->backgroundskinframerate = backgroundlayer->framerate;
+                       for (j = 0;j < backgroundlayer->numframes;j++)
                        {
-                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
                                {
-                                       Con_Printf("^4%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
                                        texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
                }
                memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
-               texture->refractmin = shader->refractmin;
-               texture->refractmax = shader->refractmax;
+               texture->reflectmin = shader->reflectmin;
+               texture->reflectmax = shader->reflectmax;
                texture->refractfactor = shader->refractfactor;
-               VectorCopy(shader->reflectcolor, texture->reflectcolor);
-               VectorCopy(shader->refractcolor, texture->refractcolor);
+               Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+               texture->reflectfactor = shader->reflectfactor;
+               Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+               texture->r_water_wateralpha = shader->r_water_wateralpha;
        }
        else if (!strcmp(texture->name, "noshader"))
        {
@@ -1748,8 +1830,8 @@ nothing                GL_ZERO GL_ONE
                        texture->basematerialflags |= MATERIALFLAG_WALL;
                texture->numskinframes = 1;
                if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
-                       if(developer.integer || loadmodel->type == mod_brushq3)
-                               Con_Printf("^4%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
+                       if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
+                               Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
        }
        // init the animation variables
        texture->currentframe = texture;