]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added r_transparent_sortsurfacesbynearest cvar (default 1), this
[xonotic/darkplaces.git] / r_shadow.c
index 9f7986a3310e90c39b525f23dafd55ed5ab7db9e..adec83e15b337ff8a42e49981fdb8679e53a3be1 100644 (file)
@@ -146,7 +146,7 @@ demonstrated by the game Doom3.
 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
 #endif
 
-extern void R_Shadow_EditLights_Init(void);
+static void R_Shadow_EditLights_Init(void);
 
 typedef enum r_shadow_rendermode_e
 {
@@ -244,36 +244,37 @@ rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
 skinframe_t *r_shadow_lightcorona;
-rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmap2dcolortexture;
+rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+rtexture_t *r_shadow_shadowmap2ddepthtexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
 int r_shadow_shadowmapsize; // changes for each light based on distance
 int r_shadow_shadowmaplod; // changes for each light based on distance
 
 GLuint r_shadow_prepassgeometryfbo;
-GLuint r_shadow_prepasslightingfbo;
+GLuint r_shadow_prepasslightingdiffusespecularfbo;
+GLuint r_shadow_prepasslightingdiffusefbo;
 int r_shadow_prepass_width;
 int r_shadow_prepass_height;
-rtexture_t *r_shadow_prepassgeometrydepthtexture;
-rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
+rtexture_t *r_shadow_prepassgeometrydepthbuffer;
 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
 
+// keep track of the provided framebuffer info
+static int r_shadow_fb_fbo;
+static rtexture_t *r_shadow_fb_depthtexture;
+static rtexture_t *r_shadow_fb_colortexture;
+
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
 
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
-
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
-cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
-//cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
@@ -300,7 +301,7 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
@@ -318,6 +319,29 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
+cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
+cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
+cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
+cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
+cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
@@ -331,6 +355,35 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
 
+typedef struct r_shadow_bouncegrid_settings_s
+{
+       qboolean staticmode;
+       qboolean bounceanglediffuse;
+       qboolean directionalshading;
+       qboolean includedirectlighting;
+       float dlightparticlemultiplier;
+       qboolean hitmodels;
+       float lightradiusscale;
+       int maxbounce;
+       float particlebounceintensity;
+       float particleintensity;
+       int photons;
+       float spacing[3];
+       int stablerandom;
+}
+r_shadow_bouncegrid_settings_t;
+
+r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
+rtexture_t *r_shadow_bouncegridtexture;
+matrix4x4_t r_shadow_bouncegridmatrix;
+vec_t r_shadow_bouncegridintensity;
+qboolean r_shadow_bouncegriddirectional;
+static double r_shadow_bouncegridtime;
+static int r_shadow_bouncegridresolution[3];
+static int r_shadow_bouncegridnumpixels;
+static unsigned char *r_shadow_bouncegridpixels;
+static float *r_shadow_bouncegridhighpixels;
+
 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
 #define ATTENTABLESIZE 256
 // 1D gradient, 2D circle and 3D sphere attenuation textures
@@ -369,7 +422,7 @@ skinframe_t *r_editlights_sprcubemaplight;
 skinframe_t *r_editlights_sprcubemapnoshadowlight;
 skinframe_t *r_editlights_sprselection;
 
-void R_Shadow_SetShadowMode(void)
+static void R_Shadow_SetShadowMode(void)
 {
        r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
        r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
@@ -388,7 +441,9 @@ void R_Shadow_SetShadowMode(void)
                case RENDERPATH_GL20:
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
-                               if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
+                               if (!r_fb.usedepthtextures)
+                                       r_shadow_shadowmappcf = 1;
+                               else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
                                        r_shadow_shadowmappcf = 1;
                                else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
                                {
@@ -419,12 +474,10 @@ void R_Shadow_SetShadowMode(void)
                                        break;
                                }
                        }
-                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       // Cg has very little choice in depth texture sampling
-                       if (vid.cgcontext)
+                       if (!r_fb.usedepthtextures)
                                r_shadow_shadowmapsampler = false;
+                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        break;
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
@@ -433,10 +486,9 @@ void R_Shadow_SetShadowMode(void)
                        r_shadow_shadowmappcf = 1;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        break;
-               case RENDERPATH_GL13:
-                       break;
                case RENDERPATH_GL11:
-                       break;
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        break;
                }
@@ -454,7 +506,7 @@ qboolean R_Shadow_ShadowMappingEnabled(void)
        }
 }
 
-void R_Shadow_FreeShadowMaps(void)
+static void R_Shadow_FreeShadowMaps(void)
 {
        R_Shadow_SetShadowMode();
 
@@ -462,28 +514,33 @@ void R_Shadow_FreeShadowMaps(void)
 
        r_shadow_fbo2d = 0;
 
-       if (r_shadow_shadowmap2dtexture)
-               R_FreeTexture(r_shadow_shadowmap2dtexture);
-       r_shadow_shadowmap2dtexture = NULL;
+       if (r_shadow_shadowmap2ddepthtexture)
+               R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
+       r_shadow_shadowmap2ddepthtexture = NULL;
 
-       if (r_shadow_shadowmap2dcolortexture)
-               R_FreeTexture(r_shadow_shadowmap2dcolortexture);
-       r_shadow_shadowmap2dcolortexture = NULL;
+       if (r_shadow_shadowmap2ddepthbuffer)
+               R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
+       r_shadow_shadowmap2ddepthbuffer = NULL;
 
        if (r_shadow_shadowmapvsdcttexture)
                R_FreeTexture(r_shadow_shadowmapvsdcttexture);
        r_shadow_shadowmapvsdcttexture = NULL;
 }
 
-void r_shadow_start(void)
+static void r_shadow_start(void)
 {
        // allocate vertex processing arrays
+       r_shadow_bouncegridpixels = NULL;
+       r_shadow_bouncegridhighpixels = NULL;
+       r_shadow_bouncegridnumpixels = 0;
+       r_shadow_bouncegridtexture = NULL;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       r_shadow_shadowmap2dtexture = NULL;
-       r_shadow_shadowmap2dcolortexture = NULL;
+       r_shadow_shadowmap2ddepthtexture = NULL;
+       r_shadow_shadowmap2ddepthbuffer = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
@@ -536,7 +593,7 @@ void r_shadow_start(void)
 }
 
 static void R_Shadow_FreeDeferred(void);
-void r_shadow_shutdown(void)
+static void r_shadow_shutdown(void)
 {
        CHECKGLERROR
        R_Shadow_UncompileWorldLights();
@@ -549,6 +606,11 @@ void r_shadow_shutdown(void)
        r_shadow_prepass_width = r_shadow_prepass_height = 0;
 
        CHECKGLERROR
+       r_shadow_bouncegridtexture = NULL;
+       r_shadow_bouncegridpixels = NULL;
+       r_shadow_bouncegridhighpixels = NULL;
+       r_shadow_bouncegridnumpixels = 0;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -614,8 +676,9 @@ void r_shadow_shutdown(void)
                Mem_Free(r_shadow_buffer_lighttrispvs);
 }
 
-void r_shadow_newmap(void)
+static void r_shadow_newmap(void)
 {
+       if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
        if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
        if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
        if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
@@ -635,8 +698,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_deferred);
-       Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
-//     Cvar_RegisterVariable(&r_shadow_deferred_fp);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_glossintensity);
@@ -679,17 +740,35 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
        Cvar_RegisterVariable(&gl_flashblend);
        Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
-       if (gamemode == GAME_TENEBRAE)
-       {
-               Cvar_SetValue("r_shadow_gloss", 2);
-               Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
-       }
        R_Shadow_EditLights_Init();
        Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
        maxshadowtriangles = 0;
@@ -742,7 +821,7 @@ matrix4x4_t matrix_attenuationz =
        }
 };
 
-void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
+static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
 {
        numvertices = ((numvertices + 255) & ~255) * vertscale;
        numtriangles = ((numtriangles + 255) & ~255) * triscale;
@@ -1217,7 +1296,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
        }
 }
 
-qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
+static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
 {
 #if 1
        return false;
@@ -1372,7 +1451,7 @@ int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t
        return mask;
 }
 
-int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
+static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
 {
        vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
        float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
@@ -1441,7 +1520,7 @@ int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
     return mask;
 }
 
-int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
+static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
 {
        int i;
        vec3_t p, n;
@@ -1678,7 +1757,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void)
                        pixels[y][x][3] = 255;
                }
        }
-       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
+       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
 }
 
 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
@@ -1875,7 +1954,7 @@ void R_Shadow_RenderMode_Begin(void)
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
        GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-
+       
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
        if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
@@ -1897,7 +1976,6 @@ void R_Shadow_RenderMode_Begin(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -1905,8 +1983,9 @@ void R_Shadow_RenderMode_Begin(void)
        case RENDERPATH_GLES2:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
                        r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
                else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
@@ -1936,10 +2015,10 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       R_Mesh_ResetRenderTargets();
+       R_Mesh_ResetTextureState();
+       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
-       R_Mesh_ResetTextureState();
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
@@ -1951,7 +2030,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, false);
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
        R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
@@ -1973,7 +2052,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        GL_CullFace(GL_NONE);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(false, false);
        r_shadow_rendermode = mode;
        switch(mode)
        {
@@ -2015,49 +2094,31 @@ static void R_Shadow_MakeShadowMap(int side, int size)
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (r_shadow_shadowmap2dtexture) return;
-               r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-               r_shadow_shadowmap2dcolortexture = NULL;
-               switch(vid.renderpath)
+               if (r_shadow_shadowmap2ddepthtexture) return;
+               if (r_fb.usedepthtextures)
                {
-#ifdef SUPPORTD3D
-               case RENDERPATH_D3D9:
-                       r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
-                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-                       break;
-#endif
-               default:
-                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
-                       break;
+                       r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), false);
+                       r_shadow_shadowmap2ddepthbuffer = NULL;
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
+               }
+               else
+               {
+                       r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
+                       r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
                }
                break;
        default:
                return;
        }
-
-       // render depth into the fbo, do not render color at all
-       // validate the fbo now
-       if (qglDrawBuffer)
-       {
-               int status;
-               qglDrawBuffer(GL_NONE);CHECKGLERROR
-               qglReadBuffer(GL_NONE);CHECKGLERROR
-               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-               {
-                       Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                       Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
-               }
-       }
 }
 
-void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
 {
        float nearclip, farclip, bias;
        r_viewport_t viewport;
        int flipped;
-       GLuint fbo = 0;
+       GLuint fbo2d = 0;
        float clearcolor[4];
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
        farclip = 1.0f;
@@ -2075,23 +2136,20 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        // complex unrolled cube approach (more flexible)
        if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                R_Shadow_MakeVSDCT();
-       if (!r_shadow_shadowmap2dtexture)
+       if (!r_shadow_shadowmap2ddepthtexture)
                R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
-       if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
-       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+       fbo2d = r_shadow_fbo2d;
+       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
+       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
 
        R_Mesh_ResetTextureState();
-       R_Mesh_ResetRenderTargets();
        R_Shadow_RenderMode_Reset();
-       if (fbo)
-       {
-               R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-               R_SetupShader_DepthOrShadow();
-       }
+       if (r_shadow_shadowmap2ddepthbuffer)
+               R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
        else
-               R_SetupShader_ShowDepth();
+               R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
+       R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -2101,13 +2159,24 @@ init_done:
        flipped = (side & 1) ^ (side >> 2);
        r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
        r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+       if (r_shadow_shadowmap2ddepthbuffer)
+       {
+               // completely different meaning than in depthtexture approach
+               r_shadow_shadowmap_parameters[1] = 0;
+               r_shadow_shadowmap_parameters[3] = -bias;
+       }
+       Vector4Set(clearcolor, 1,1,1,1);
+       if (r_shadow_shadowmap2ddepthbuffer)
+               GL_ColorMask(1,1,1,1);
+       else
+               GL_ColorMask(0,0,0,0);
        switch(vid.renderpath)
        {
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
@@ -2119,33 +2188,30 @@ init_done:
                        int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
                        int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
                        GL_Scissor(x1, y1, x2 - x1, y2 - y1);
-                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+                       if (clear)
+                       {
+                               if (r_shadow_shadowmap2ddepthbuffer)
+                                       GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+                               else
+                                       GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+                       }
                }
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
-               Vector4Set(clearcolor, 1,1,1,1);
-               // completely different meaning than in OpenGL path
-               r_shadow_shadowmap_parameters[1] = 0;
-               r_shadow_shadowmap_parameters[3] = -bias;
                // we invert the cull mode because we flip the projection matrix
                // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
                GL_CullFace(r_refdef.view.cullface_front);
                // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               if (r_shadow_shadowmapsampler)
+               if (clear)
                {
-                       GL_ColorMask(0,0,0,0);
-                       if (clear)
-                               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-               }
-               else
-               {
-                       GL_ColorMask(1,1,1,1);
-                       if (clear)
+                       if (r_shadow_shadowmap2ddepthbuffer)
                                GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+                       else
+                               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
                }
                break;
        }
@@ -2154,7 +2220,6 @@ init_done:
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_ResetRenderTargets();
        if (transparent)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
@@ -2214,7 +2279,10 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
        R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
+               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       else
+               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
 
        r_shadow_usingshadowmap2d = shadowmapping;
 
@@ -2233,6 +2301,603 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
+void R_Shadow_UpdateBounceGridTexture(void)
+{
+#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
+       dlight_t *light;
+       int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       int bouncecount;
+       int hitsupercontentsmask;
+       int maxbounce;
+       int numpixels;
+       int resolution[3];
+       int shootparticles;
+       int shotparticles;
+       int photoncount;
+       int tex[3];
+       trace_t cliptrace;
+       //trace_t cliptrace2;
+       //trace_t cliptrace3;
+       unsigned char *pixel;
+       unsigned char *pixels;
+       float *highpixel;
+       float *highpixels;
+       unsigned int lightindex;
+       unsigned int range;
+       unsigned int range1;
+       unsigned int range2;
+       unsigned int seed = (unsigned int)(realtime * 1000.0f);
+       vec3_t shotcolor;
+       vec3_t baseshotcolor;
+       vec3_t surfcolor;
+       vec3_t clipend;
+       vec3_t clipstart;
+       vec3_t clipdiff;
+       vec3_t ispacing;
+       vec3_t maxs;
+       vec3_t mins;
+       vec3_t size;
+       vec3_t spacing;
+       vec3_t lightcolor;
+       vec3_t steppos;
+       vec3_t stepdelta;
+       vec3_t cullmins, cullmaxs;
+       vec_t radius;
+       vec_t s;
+       vec_t lightintensity;
+       vec_t photonscaling;
+       vec_t photonresidual;
+       float m[16];
+       float texlerp[2][3];
+       float splatcolor[32];
+       float pixelweight[8];
+       float w;
+       int c[4];
+       int pixelindex[8];
+       int corner;
+       int pixelsperband;
+       int pixelband;
+       int pixelbands;
+       int numsteps;
+       int step;
+       int x, y, z;
+       rtlight_t *rtlight;
+       r_shadow_bouncegrid_settings_t settings;
+       qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
+       qboolean allowdirectionalshading = false;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               allowdirectionalshading = true;
+               if (!vid.support.ext_texture_3d)
+                       return;
+               break;
+       case RENDERPATH_GLES2:
+               // for performance reasons, do not use directional shading on GLES devices
+               if (!vid.support.ext_texture_3d)
+                       return;
+               break;
+               // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               return;
+       }
+
+       r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
+
+       // see if there are really any lights to render...
+       if (enable && r_shadow_bouncegrid_static.integer)
+       {
+               enable = false;
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light || !(light->flags & flag))
+                               continue;
+                       rtlight = &light->rtlight;
+                       // when static, we skip styled lights because they tend to change...
+                       if (rtlight->style > 0)
+                               continue;
+                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
+                       if (!VectorLength2(lightcolor))
+                               continue;
+                       enable = true;
+                       break;
+               }
+       }
+
+       if (!enable)
+       {
+               if (r_shadow_bouncegridtexture)
+               {
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+                       r_shadow_bouncegridtexture = NULL;
+               }
+               if (r_shadow_bouncegridpixels)
+                       Mem_Free(r_shadow_bouncegridpixels);
+               r_shadow_bouncegridpixels = NULL;
+               if (r_shadow_bouncegridhighpixels)
+                       Mem_Free(r_shadow_bouncegridhighpixels);
+               r_shadow_bouncegridhighpixels = NULL;
+               r_shadow_bouncegridnumpixels = 0;
+               r_shadow_bouncegriddirectional = false;
+               return;
+       }
+
+       // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
+       memset(&settings, 0, sizeof(settings));
+       settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
+       settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+       settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
+       settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
+       settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
+       settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
+       settings.lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
+       settings.maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
+       settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
+       settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
+       settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
+       settings.spacing[0]                    = r_shadow_bouncegrid_spacing.value;
+       settings.spacing[1]                    = r_shadow_bouncegrid_spacing.value;
+       settings.spacing[2]                    = r_shadow_bouncegrid_spacing.value;
+       settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
+
+       // bound the values for sanity
+       settings.photons = bound(1, settings.photons, 1048576);
+       settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
+       settings.maxbounce = bound(0, settings.maxbounce, 16);
+       settings.spacing[0] = bound(1, settings.spacing[0], 512);
+       settings.spacing[1] = bound(1, settings.spacing[1], 512);
+       settings.spacing[2] = bound(1, settings.spacing[2], 512);
+
+       // get the spacing values
+       spacing[0] = settings.spacing[0];
+       spacing[1] = settings.spacing[1];
+       spacing[2] = settings.spacing[2];
+       ispacing[0] = 1.0f / spacing[0];
+       ispacing[1] = 1.0f / spacing[1];
+       ispacing[2] = 1.0f / spacing[2];
+
+       // calculate texture size enclosing entire world bounds at the spacing
+       VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
+       VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+       VectorSubtract(maxs, mins, size);
+       // now we can calculate the resolution we want
+       c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
+       c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
+       c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
+       // figure out the exact texture size (honoring power of 2 if required)
+       c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+       c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+       c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+       if (vid.support.arb_texture_non_power_of_two)
+       {
+               resolution[0] = c[0];
+               resolution[1] = c[1];
+               resolution[2] = c[2];
+       }
+       else
+       {
+               for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+               for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+               for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+       }
+       size[0] = spacing[0] * resolution[0];
+       size[1] = spacing[1] * resolution[1];
+       size[2] = spacing[2] * resolution[2];
+
+       // if dynamic we may or may not want to use the world bounds
+       // if the dynamic size is smaller than the world bounds, use it instead
+       if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
+       {
+               // we know the resolution we want
+               c[0] = r_shadow_bouncegrid_x.integer;
+               c[1] = r_shadow_bouncegrid_y.integer;
+               c[2] = r_shadow_bouncegrid_z.integer;
+               // now we can calculate the texture size (power of 2 if required)
+               c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+               c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+               c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+               if (vid.support.arb_texture_non_power_of_two)
+               {
+                       resolution[0] = c[0];
+                       resolution[1] = c[1];
+                       resolution[2] = c[2];
+               }
+               else
+               {
+                       for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+                       for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+                       for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+               }
+               size[0] = spacing[0] * resolution[0];
+               size[1] = spacing[1] * resolution[1];
+               size[2] = spacing[2] * resolution[2];
+               // center the rendering on the view
+               mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
+               mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
+               mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
+       }
+
+       // recalculate the maxs in case the resolution was not satisfactory
+       VectorAdd(mins, size, maxs);
+
+       // if all the settings seem identical to the previous update, return
+       if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
+               return;
+
+       // store the new settings
+       r_shadow_bouncegridsettings = settings;
+
+       pixelbands = settings.directionalshading ? 8 : 1;
+       pixelsperband = resolution[0]*resolution[1]*resolution[2];
+       numpixels = pixelsperband*pixelbands;
+
+       // we're going to update the bouncegrid, update the matrix...
+       memset(m, 0, sizeof(m));
+       m[0] = 1.0f / size[0];
+       m[3] = -mins[0] * m[0];
+       m[5] = 1.0f / size[1];
+       m[7] = -mins[1] * m[5];
+       m[10] = 1.0f / size[2];
+       m[11] = -mins[2] * m[10];
+       m[15] = 1.0f;
+       Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
+       // reallocate pixels for this update if needed...
+       if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
+       {
+               if (r_shadow_bouncegridtexture)
+               {
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+                       r_shadow_bouncegridtexture = NULL;
+               }
+               r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
+               r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
+       }
+       r_shadow_bouncegridnumpixels = numpixels;
+       pixels = r_shadow_bouncegridpixels;
+       highpixels = r_shadow_bouncegridhighpixels;
+       x = pixelsperband*4;
+       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+       {
+               if (pixelband == 1)
+                       memset(pixels + pixelband * x, 128, x);
+               else
+                       memset(pixels + pixelband * x, 0, x);
+       }
+       memset(highpixels, 0, numpixels * sizeof(float[4]));
+       // figure out what we want to interact with
+       if (settings.hitmodels)
+               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+       else
+               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+       maxbounce = settings.maxbounce;
+       // clear variables that produce warnings otherwise
+       memset(splatcolor, 0, sizeof(splatcolor));
+       // iterate world rtlights
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
+       range2 = range + range1;
+       photoncount = 0;
+       for (lightindex = 0;lightindex < range2;lightindex++)
+       {
+               if (lightindex < range)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+                       rtlight = &light->rtlight;
+                       VectorClear(rtlight->photoncolor);
+                       rtlight->photons = 0;
+                       if (!(light->flags & flag))
+                               continue;
+                       if (settings.staticmode)
+                       {
+                               // when static, we skip styled lights because they tend to change...
+                               if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
+                                       continue;
+                       }
+               }
+               else
+               {
+                       rtlight = r_refdef.scene.lights[lightindex - range];
+                       VectorClear(rtlight->photoncolor);
+                       rtlight->photons = 0;
+               }
+               // draw only visible lights (major speedup)
+               radius = rtlight->radius * settings.lightradiusscale;
+               cullmins[0] = rtlight->shadoworigin[0] - radius;
+               cullmins[1] = rtlight->shadoworigin[1] - radius;
+               cullmins[2] = rtlight->shadoworigin[2] - radius;
+               cullmaxs[0] = rtlight->shadoworigin[0] + radius;
+               cullmaxs[1] = rtlight->shadoworigin[1] + radius;
+               cullmaxs[2] = rtlight->shadoworigin[2] + radius;
+               if (R_CullBox(cullmins, cullmaxs))
+                       continue;
+               if (r_refdef.scene.worldmodel
+                && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                       continue;
+               w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+               if (w * VectorLength2(rtlight->color) == 0.0f)
+                       continue;
+               w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
+               VectorScale(rtlight->color, w, rtlight->photoncolor);
+               //if (!VectorLength2(rtlight->photoncolor))
+               //      continue;
+               // shoot particles from this light
+               // use a calculation for the number of particles that will not
+               // vary with lightstyle, otherwise we get randomized particle
+               // distribution, the seeded random is only consistent for a
+               // consistent number of particles on this light...
+               s = rtlight->radius;
+               lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+               if (lightindex >= range)
+                       lightintensity *= settings.dlightparticlemultiplier;
+               rtlight->photons = max(0.0f, lightintensity * s * s);
+               photoncount += rtlight->photons;
+       }
+       photonscaling = (float)settings.photons / max(1, photoncount);
+       photonresidual = 0.0f;
+       for (lightindex = 0;lightindex < range2;lightindex++)
+       {
+               if (lightindex < range)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+                       rtlight = &light->rtlight;
+               }
+               else
+                       rtlight = r_refdef.scene.lights[lightindex - range];
+               // skip a light with no photons
+               if (rtlight->photons == 0.0f)
+                       continue;
+               // skip a light with no photon color)
+               if (VectorLength2(rtlight->photoncolor) == 0.0f)
+                       continue;
+               photonresidual += rtlight->photons * photonscaling;
+               shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
+               if (!shootparticles)
+                       continue;
+               photonresidual -= shootparticles;
+               radius = rtlight->radius * settings.lightradiusscale;
+               s = settings.particleintensity / shootparticles;
+               VectorScale(rtlight->photoncolor, s, baseshotcolor);
+               r_refdef.stats.bouncegrid_lights++;
+               r_refdef.stats.bouncegrid_particles += shootparticles;
+               for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+               {
+                       if (settings.stablerandom > 0)
+                               seed = lightindex * 11937 + shotparticles;
+                       VectorCopy(baseshotcolor, shotcolor);
+                       VectorCopy(rtlight->shadoworigin, clipstart);
+                       if (settings.stablerandom < 0)
+                               VectorRandom(clipend);
+                       else
+                               VectorCheeseRandom(clipend);
+                       VectorMA(clipstart, radius, clipend, clipend);
+                       for (bouncecount = 0;;bouncecount++)
+                       {
+                               r_refdef.stats.bouncegrid_traces++;
+                               //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
+                               //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
+                               if (settings.staticmode)
+                               {
+                                       // static mode fires a LOT of rays but none of them are identical, so they are not cached
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
+                               }
+                               else
+                               {
+                                       // dynamic mode fires many rays and most will match the cache from the previous frame
+                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
+                               }
+                               if (bouncecount > 0 || settings.includedirectlighting)
+                               {
+                                       // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+                                       // accumulate average shotcolor
+                                       w = VectorLength(shotcolor);
+                                       splatcolor[ 0] = shotcolor[0];
+                                       splatcolor[ 1] = shotcolor[1];
+                                       splatcolor[ 2] = shotcolor[2];
+                                       splatcolor[ 3] = 0.0f;
+                                       if (pixelbands > 1)
+                                       {
+                                               VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
+                                               VectorNormalize(clipdiff);
+                                               // store bentnormal in case the shader has a use for it
+                                               splatcolor[ 4] = clipdiff[0] * w;
+                                               splatcolor[ 5] = clipdiff[1] * w;
+                                               splatcolor[ 6] = clipdiff[2] * w;
+                                               splatcolor[ 7] = w;
+                                               // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
+                                               splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
+                                               splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
+                                               splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
+                                               splatcolor[11] = 0.0f;
+                                               splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
+                                               splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
+                                               splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
+                                               splatcolor[15] = 0.0f;
+                                               splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
+                                               splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
+                                               splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
+                                               splatcolor[19] = 0.0f;
+                                               splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
+                                               splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
+                                               splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
+                                               splatcolor[23] = 0.0f;
+                                               splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
+                                               splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
+                                               splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
+                                               splatcolor[27] = 0.0f;
+                                               splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
+                                               splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
+                                               splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
+                                               splatcolor[31] = 0.0f;
+                                       }
+                                       // calculate the number of steps we need to traverse this distance
+                                       VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
+                                       numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
+                                       numsteps = bound(1, numsteps, 1024);
+                                       w = 1.0f / numsteps;
+                                       VectorScale(stepdelta, w, stepdelta);
+                                       VectorMA(clipstart, 0.5f, stepdelta, steppos);
+                                       for (step = 0;step < numsteps;step++)
+                                       {
+                                               r_refdef.stats.bouncegrid_splats++;
+                                               // figure out which texture pixel this is in
+                                               texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
+                                               texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
+                                               texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
+                                               tex[0] = (int)floor(texlerp[1][0]);
+                                               tex[1] = (int)floor(texlerp[1][1]);
+                                               tex[2] = (int)floor(texlerp[1][2]);
+                                               if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
+                                               {
+                                                       // it is within bounds...  do the real work now
+                                                       // calculate the lerp factors
+                                                       texlerp[1][0] -= tex[0];
+                                                       texlerp[1][1] -= tex[1];
+                                                       texlerp[1][2] -= tex[2];
+                                                       texlerp[0][0] = 1.0f - texlerp[1][0];
+                                                       texlerp[0][1] = 1.0f - texlerp[1][1];
+                                                       texlerp[0][2] = 1.0f - texlerp[1][2];
+                                                       // calculate individual pixel indexes and weights
+                                                       pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
+                                                       pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
+                                                       pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
+                                                       pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
+                                                       pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
+                                                       pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
+                                                       pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
+                                                       pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
+                                                       // update the 8 pixels...
+                                                       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+                                                       {
+                                                               for (corner = 0;corner < 8;corner++)
+                                                               {
+                                                                       // calculate address for pixel
+                                                                       w = pixelweight[corner];
+                                                                       pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
+                                                                       highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
+                                                                       // add to the high precision pixel color
+                                                                       highpixel[0] += (splatcolor[pixelband*4+0]*w);
+                                                                       highpixel[1] += (splatcolor[pixelband*4+1]*w);
+                                                                       highpixel[2] += (splatcolor[pixelband*4+2]*w);
+                                                                       highpixel[3] += (splatcolor[pixelband*4+3]*w);
+                                                                       // flag the low precision pixel as needing to be updated
+                                                                       pixel[3] = 255;
+                                                                       // advance to next band of coefficients
+                                                                       //pixel += pixelsperband*4;
+                                                                       //highpixel += pixelsperband*4;
+                                                               }
+                                                       }
+                                               }
+                                               VectorAdd(steppos, stepdelta, steppos);
+                                       }
+                               }
+                               if (cliptrace.fraction >= 1.0f)
+                                       break;
+                               r_refdef.stats.bouncegrid_hits++;
+                               if (bouncecount >= maxbounce)
+                                       break;
+                               // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
+                               // also clamp the resulting color to never add energy, even if the user requests extreme values
+                               if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
+                                       VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
+                               else
+                                       VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
+                               VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
+                               surfcolor[0] = min(surfcolor[0], 1.0f);
+                               surfcolor[1] = min(surfcolor[1], 1.0f);
+                               surfcolor[2] = min(surfcolor[2], 1.0f);
+                               VectorMultiply(shotcolor, surfcolor, shotcolor);
+                               if (VectorLength2(baseshotcolor) == 0.0f)
+                                       break;
+                               r_refdef.stats.bouncegrid_bounces++;
+                               if (settings.bounceanglediffuse)
+                               {
+                                       // random direction, primarily along plane normal
+                                       s = VectorDistance(cliptrace.endpos, clipend);
+                                       if (settings.stablerandom < 0)
+                                               VectorRandom(clipend);
+                                       else
+                                               VectorCheeseRandom(clipend);
+                                       VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
+                                       VectorNormalize(clipend);
+                                       VectorScale(clipend, s, clipend);
+                               }
+                               else
+                               {
+                                       // reflect the remaining portion of the line across plane normal
+                                       VectorSubtract(clipend, cliptrace.endpos, clipdiff);
+                                       VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
+                               }
+                               // calculate the new line start and end
+                               VectorCopy(cliptrace.endpos, clipstart);
+                               VectorAdd(clipstart, clipend, clipend);
+                       }
+               }
+       }
+       // generate pixels array from highpixels array
+       // skip first and last columns, rows, and layers as these are blank
+       // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
+       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+       {
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (pixel[3] == 255)
+                                       {
+                                               // normalize the bentnormal...
+                                               if (pixelband == 1)
+                                               {
+                                                       VectorNormalize(highpixel);
+                                                       c[0] = (int)(highpixel[0]*128.0f+128.0f);
+                                                       c[1] = (int)(highpixel[1]*128.0f+128.0f);
+                                                       c[2] = (int)(highpixel[2]*128.0f+128.0f);
+                                                       c[3] = (int)(highpixel[3]*128.0f+128.0f);
+                                               }
+                                               else
+                                               {
+                                                       c[0] = (int)(highpixel[0]*256.0f);
+                                                       c[1] = (int)(highpixel[1]*256.0f);
+                                                       c[2] = (int)(highpixel[2]*256.0f);
+                                                       c[3] = (int)(highpixel[3]*256.0f);
+                                               }
+                                               pixel[2] = (unsigned char)bound(0, c[0], 255);
+                                               pixel[1] = (unsigned char)bound(0, c[1], 255);
+                                               pixel[0] = (unsigned char)bound(0, c[2], 255);
+                                               pixel[3] = (unsigned char)bound(0, c[3], 255);
+                                       }
+                               }
+                       }
+               }
+       }
+       if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
+               R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+       else
+       {
+               VectorCopy(resolution, r_shadow_bouncegridresolution);
+               r_shadow_bouncegriddirectional = settings.directionalshading;
+               if (r_shadow_bouncegridtexture)
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+               r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+       }
+       r_shadow_bouncegridtime = realtime;
+}
+
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 {
        R_Shadow_RenderMode_Reset();
@@ -2288,7 +2953,7 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       if (!r_shadow_scissor.integer)
+       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
                r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
@@ -2487,12 +3152,8 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_DepthFunc(GL_EQUAL);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
        RSurf_DrawBatch();
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_DepthFunc(GL_LEQUAL);
 }
 
 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
@@ -2506,8 +3167,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        int *newe;
        const int *e;
        float *c;
-       int maxtriangles = 4096;
-       static int newelements[4096*3];
+       int maxtriangles = 1024;
+       int newelements[1024*3];
        R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 4;renders++)
        {
@@ -2660,8 +3321,8 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
        qboolean negated;
        float lightcolor[3];
        VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
-       ambientscale = rsurface.rtlight->ambientscale;
-       diffusescale = rsurface.rtlight->diffusescale;
+       ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
+       diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
        specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
        if (!r_shadow_usenormalmap.integer)
        {
@@ -2675,30 +3336,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
        if(negated)
        {
                VectorNegate(lightcolor, lightcolor);
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
-               case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_BlendSubtract(true);
-                       break;
-               }
+               GL_BlendEquationSubtract(true);
        }
        RSurf_SetupDepthAndCulling();
        switch (r_shadow_rendermode)
@@ -2721,32 +3359,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                break;
        }
        if(negated)
-       {
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
-               case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_BlendSubtract(false);
-                       break;
-               }
-       }
+               GL_BlendEquationSubtract(false);
 }
 
 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -2943,7 +3556,7 @@ void R_Shadow_UncompileWorldLights(void)
        }
 }
 
-void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
+static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 {
        int i, j;
        mplane_t plane;
@@ -2952,6 +3565,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        // can hold
        rtlight->cached_numfrustumplanes = 0;
 
+       if (r_trippy.integer)
+               return;
+
        // haven't implemented a culling path for ortho rendering
        if (!r_refdef.view.useperspective)
        {
@@ -3109,7 +3725,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 #endif
 }
 
-void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
+static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
 {
        shadowmesh_t *mesh;
 
@@ -3139,7 +3755,7 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
        qboolean zpass = false;
        shadowmesh_t *mesh;
@@ -3214,7 +3830,7 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_Shadow_DrawEntityShadow(entity_render_t *ent)
+static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
 {
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
        vec_t relativeshadowradius;
@@ -3244,21 +3860,19 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
        RSurf_ActiveModelEntity(ent, true, true, false);
-       GL_AlphaTest(false);
        Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
        Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
 }
 
-void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
+static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
 {
        if (!r_refdef.scene.worldmodel->DrawLight)
                return;
 
        // set up properties for rendering light onto this entity
        RSurf_ActiveWorldEntity();
-       GL_AlphaTest(false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -3269,7 +3883,7 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_Shadow_DrawEntityLight(entity_render_t *ent)
+static void R_Shadow_DrawEntityLight(entity_render_t *ent)
 {
        dp_model_t *model = ent->model;
        if (!model->DrawLight)
@@ -3282,7 +3896,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent)
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_Shadow_PrepareLight(rtlight_t *rtlight)
+static void R_Shadow_PrepareLight(rtlight_t *rtlight)
 {
        int i;
        float f;
@@ -3516,7 +4130,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
 }
 
-void R_Shadow_DrawLight(rtlight_t *rtlight)
+static void R_Shadow_DrawLight(rtlight_t *rtlight)
 {
        int i;
        int numsurfaces;
@@ -3759,16 +4373,15 @@ static void R_Shadow_FreeDeferred(void)
        R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
        r_shadow_prepassgeometryfbo = 0;
 
-       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
-       r_shadow_prepasslightingfbo = 0;
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
+       r_shadow_prepasslightingdiffusespecularfbo = 0;
 
-       if (r_shadow_prepassgeometrydepthtexture)
-               R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
-       r_shadow_prepassgeometrydepthtexture = NULL;
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
+       r_shadow_prepasslightingdiffusefbo = 0;
 
-       if (r_shadow_prepassgeometrydepthcolortexture)
-               R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
-       r_shadow_prepassgeometrydepthcolortexture = NULL;
+       if (r_shadow_prepassgeometrydepthbuffer)
+               R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
+       r_shadow_prepassgeometrydepthbuffer = NULL;
 
        if (r_shadow_prepassgeometrynormalmaptexture)
                R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
@@ -3794,14 +4407,13 @@ void R_Shadow_DrawPrepass(void)
        entity_render_t *ent;
        float clearcolor[4];
 
-       GL_AlphaTest(false);
        R_Mesh_ResetTextureState();
        GL_DepthMask(true);
        GL_ColorMask(1,1,1,1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
        Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
        GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
        if (r_timereport_active)
@@ -3828,7 +4440,7 @@ void R_Shadow_DrawPrepass(void)
        GL_ColorMask(1,1,1,1);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
        Vector4Set(clearcolor, 0, 0, 0, 0);
        GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
        if (r_timereport_active)
@@ -3859,8 +4471,6 @@ void R_Shadow_DrawPrepass(void)
                        if (r_refdef.scene.lights[lnum]->draw)
                                R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
 
-       R_Mesh_ResetRenderTargets();
-
        R_Shadow_RenderMode_End();
 
        if (r_timereport_active)
@@ -3868,7 +4478,7 @@ void R_Shadow_DrawPrepass(void)
 }
 
 void R_Shadow_DrawLightSprites(void);
-void R_Shadow_PrepareLights(void)
+void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        int flag;
        int lnum;
@@ -3876,7 +4486,6 @@ void R_Shadow_PrepareLights(void)
        dlight_t *light;
        size_t range;
        float f;
-       GLenum status;
 
        if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
                (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
@@ -3886,17 +4495,20 @@ void R_Shadow_PrepareLights(void)
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
+       r_shadow_fb_fbo = fbo;
+       r_shadow_fb_depthtexture = depthtexture;
+       r_shadow_fb_colortexture = colortexture;
+
        r_shadow_usingshadowmaportho = false;
 
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
        case RENDERPATH_SOFT:
-       case RENDERPATH_GLES2:
+#ifndef USE_GLES2
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -3913,58 +4525,36 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_usingdeferredprepass = true;
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
-                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       switch (vid.renderpath)
-                       {
-                       case RENDERPATH_D3D9:
-                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                               break;
-                       default:
-                               break;
-                       }
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
-                       r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
-                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
-                       // render depth into one texture and normalmap into the other
-                       if (qglDrawBuffersARB)
-                       {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
-                               {
-                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                                       r_shadow_usingdeferredprepass = false;
-                               }
-                       }
+                       r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+                       // render depth into a renderbuffer and other important properties into the normalmap texture
 
                        // set up the lighting pass fbo (diffuse + specular)
-                       r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
-                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+                       r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
                        // render diffuse into one texture and specular into another,
                        // with depth and normalmap bound as textures,
                        // with depth bound as attachment as well
-                       if (qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
-                               {
-                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                                       r_shadow_usingdeferredprepass = false;
-                               }
-                       }
+
+                       // set up the lighting pass fbo (diffuse)
+                       r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+                       // render diffuse into one texture,
+                       // with depth and normalmap bound as textures,
+                       // with depth bound as attachment as well
                }
+#endif
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                r_shadow_usingdeferredprepass = false;
                break;
        }
@@ -3972,22 +4562,25 @@ void R_Shadow_PrepareLights(void)
        R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
 
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       if (r_shadow_debuglight.integer >= 0)
+       if (r_shadow_bouncegrid.integer != 2)
        {
-               lightindex = r_shadow_debuglight.integer;
-               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag))
-                       R_Shadow_PrepareLight(&light->rtlight);
-       }
-       else
-       {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
+               if (r_shadow_debuglight.integer >= 0)
                {
+                       lightindex = r_shadow_debuglight.integer;
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
+                       if (light)
                                R_Shadow_PrepareLight(&light->rtlight);
                }
+               else
+               {
+                       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+                       for (lightindex = 0;lightindex < range;lightindex++)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               if (light && (light->flags & flag))
+                                       R_Shadow_PrepareLight(&light->rtlight);
+                       }
+               }
        }
        if (r_refdef.scene.rtdlight)
        {
@@ -4018,23 +4611,26 @@ void R_Shadow_DrawLights(void)
 
        R_Shadow_RenderMode_Begin();
 
-       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       if (r_shadow_debuglight.integer >= 0)
+       if (r_shadow_bouncegrid.integer != 2)
        {
-               lightindex = r_shadow_debuglight.integer;
-               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag))
-                       R_Shadow_DrawLight(&light->rtlight);
-       }
-       else
-       {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               if (r_shadow_debuglight.integer >= 0)
                {
+                       lightindex = r_shadow_debuglight.integer;
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
+                       if (light)
                                R_Shadow_DrawLight(&light->rtlight);
                }
+               else
+               {
+                       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+                       for (lightindex = 0;lightindex < range;lightindex++)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               if (light && (light->flags & flag))
+                                       R_Shadow_DrawLight(&light->rtlight);
+                       }
+               }
        }
        if (r_refdef.scene.rtdlight)
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
@@ -4043,19 +4639,6 @@ void R_Shadow_DrawLights(void)
        R_Shadow_RenderMode_End();
 }
 
-extern const float r_screenvertex3f[12];
-extern void R_SetupView(qboolean allowwaterclippingplane);
-extern void R_ResetViewRendering3D(void);
-extern void R_ResetViewRendering2D(void);
-extern cvar_t r_shadows;
-extern cvar_t r_shadows_darken;
-extern cvar_t r_shadows_drawafterrtlighting;
-extern cvar_t r_shadows_castfrombmodels;
-extern cvar_t r_shadows_throwdistance;
-extern cvar_t r_shadows_throwdirection;
-extern cvar_t r_shadows_focus;
-extern cvar_t r_shadows_shadowmapscale;
-
 void R_Shadow_PrepareModelShadows(void)
 {
        int i;
@@ -4125,7 +4708,7 @@ void R_Shadow_PrepareModelShadows(void)
        }
 }
 
-void R_DrawModelShadowMaps(void)
+void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        int i;
        float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
@@ -4137,7 +4720,7 @@ void R_DrawModelShadowMaps(void)
        float m[12];
        matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
        r_viewport_t viewport;
-       GLuint fbo = 0;
+       GLuint shadowfbo = 0;
        float clearcolor[4];
 
        if (!r_refdef.scene.numentities)
@@ -4151,18 +4734,22 @@ void R_DrawModelShadowMaps(void)
                return;
        }
 
-       R_ResetViewRendering3D();
+       r_shadow_fb_fbo = fbo;
+       r_shadow_fb_depthtexture = depthtexture;
+       r_shadow_fb_colortexture = colortexture;
+
+       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(NULL);
 
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (!r_shadow_shadowmap2dtexture)
+               if (!r_shadow_shadowmap2ddepthtexture)
                        R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
-               fbo = r_shadow_fbo2d;
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               shadowfbo = r_shadow_fbo2d;
+               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
+               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
                break;
        default:
@@ -4210,8 +4797,11 @@ void R_DrawModelShadowMaps(void)
 
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
-       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow();
+       if (r_shadow_shadowmap2ddepthbuffer)
+               R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
+       else
+               R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
+       R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -4220,7 +4810,7 @@ void R_DrawModelShadowMaps(void)
        Vector4Set(clearcolor, 1,1,1,1);
        // in D3D9 we have to render to a color texture shadowmap
        // in GL we render directly to a depth texture only
-       if (r_shadow_shadowmap2dtexture)
+       if (r_shadow_shadowmap2ddepthbuffer)
                GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
        else
                GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
@@ -4231,8 +4821,8 @@ void R_DrawModelShadowMaps(void)
 
 #if 0
        // debugging
-       R_Mesh_ResetRenderTargets();
-       R_SetupShader_ShowDepth();
+       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
+       R_SetupShader_ShowDepth(true);
        GL_ColorMask(1,1,1,1);
        GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
 #endif
@@ -4288,8 +4878,8 @@ void R_DrawModelShadowMaps(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
@@ -4320,7 +4910,7 @@ void R_DrawModelShadowMaps(void)
        }
 }
 
-void R_DrawModelShadows(void)
+void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        int i;
        float relativethrowdistance;
@@ -4333,7 +4923,11 @@ void R_DrawModelShadows(void)
        if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       R_ResetViewRendering3D();
+       r_shadow_fb_fbo = fbo;
+       r_shadow_fb_depthtexture = depthtexture;
+       r_shadow_fb_colortexture = colortexture;
+
+       R_ResetViewRendering3D(fbo, depthtexture, colortexture);
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        R_Shadow_RenderMode_Begin();
@@ -4418,7 +5012,7 @@ void R_DrawModelShadows(void)
        //GL_ScissorTest(true);
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D();
+       R_ResetViewRendering2D(fbo, depthtexture, colortexture);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -4433,7 +5027,7 @@ void R_DrawModelShadows(void)
 
        // apply the blend to the shadowed areas
        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic_NoTexture(false, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
@@ -4443,7 +5037,7 @@ void R_DrawModelShadows(void)
        //R_Shadow_RenderMode_End();
 }
 
-void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
+static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 {
        float zdist;
        vec3_t centerorigin;
@@ -4463,10 +5057,12 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
                        qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
@@ -4482,6 +5078,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                        Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -4495,9 +5092,6 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                case RENDERPATH_SOFT:
                        //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
-               case RENDERPATH_GLES2:
-                       //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
@@ -4505,7 +5099,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 
 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 
-void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
+static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
 {
        vec3_t color;
        GLint allpixels = 0, visiblepixels = 0;
@@ -4514,14 +5108,17 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                        CHECKGLERROR
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                        Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -4535,9 +5132,6 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                case RENDERPATH_SOFT:
                        //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
-               case RENDERPATH_GLES2:
-                       //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                }
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
@@ -4548,7 +5142,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        else
        {
                // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
                        return;
        }
        VectorScale(rtlight->currentcolor, cscale, color);
@@ -4559,61 +5153,13 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                if(negated)
                {
                        VectorNegate(color, color);
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL11:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
-                       case RENDERPATH_GLES2:
-                               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
-                               break;
-                       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
-                               break;
-                       case RENDERPATH_D3D10:
-                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       case RENDERPATH_D3D11:
-                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       case RENDERPATH_SOFT:
-                               DPSOFTRAST_BlendSubtract(true);
-                               break;
-                       }
+                       GL_BlendEquationSubtract(true);
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
                R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
                if(negated)
-               {
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL11:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
-                       case RENDERPATH_GLES2:
-                               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
-                               break;
-                       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
-                               break;
-                       case RENDERPATH_D3D10:
-                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       case RENDERPATH_D3D11:
-                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       case RENDERPATH_SOFT:
-                               DPSOFTRAST_BlendSubtract(false);
-                               break;
-                       }
-               }
+                       GL_BlendEquationSubtract(false);
        }
 }
 
@@ -4627,7 +5173,7 @@ void R_Shadow_DrawCoronas(void)
        size_t range;
        if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
                return;
-       if (r_waterstate.renderingscene)
+       if (r_fb.water.renderingscene)
                return;
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        R_EntityMatrix(&identitymatrix);
@@ -4643,8 +5189,10 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+#ifdef GL_SAMPLES_PASSED_ARB
                if (usequery)
                {
                        GL_ColorMask(0,0,0,0);
@@ -4666,8 +5214,9 @@ void R_Shadow_DrawCoronas(void)
                        GL_PolygonOffset(0, 0);
                        GL_DepthTest(true);
                        R_Mesh_ResetTextureState();
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic_NoTexture(false, false);
                }
+#endif
                break;
        case RENDERPATH_D3D9:
                usequery = false;
@@ -4683,10 +5232,6 @@ void R_Shadow_DrawCoronas(void)
                usequery = false;
                //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
-       case RENDERPATH_GLES2:
-               usequery = false;
-               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -4745,12 +5290,12 @@ void R_Shadow_DrawCoronas(void)
 
 
 
-dlight_t *R_Shadow_NewWorldLight(void)
+static dlight_t *R_Shadow_NewWorldLight(void)
 {
        return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
 }
 
-void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
        matrix4x4_t matrix;
        // validate parameters
@@ -4791,7 +5336,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
 }
 
-void R_Shadow_FreeWorldLight(dlight_t *light)
+static void R_Shadow_FreeWorldLight(dlight_t *light)
 {
        if (r_shadow_selectedlight == light)
                r_shadow_selectedlight = NULL;
@@ -4813,7 +5358,7 @@ void R_Shadow_ClearWorldLights(void)
        r_shadow_selectedlight = NULL;
 }
 
-void R_Shadow_SelectLight(dlight_t *light)
+static void R_Shadow_SelectLight(dlight_t *light)
 {
        if (r_shadow_selectedlight)
                r_shadow_selectedlight->selected = false;
@@ -4822,7 +5367,7 @@ void R_Shadow_SelectLight(dlight_t *light)
                r_shadow_selectedlight->selected = true;
 }
 
-void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        // this is never batched (there can be only one)
        float vertex3f[12];
@@ -4831,7 +5376,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r
        R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
 }
 
-void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        float intensity;
        float s;
@@ -4884,10 +5429,10 @@ void R_Shadow_DrawLightSprites(void)
        {
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                if (light)
-                       R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
+                       R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
        }
        if (!r_editlights_lockcursor)
-               R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
 }
 
 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
@@ -4910,7 +5455,7 @@ int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radiu
        return 1;
 }
 
-void R_Shadow_SelectLightInView(void)
+static void R_Shadow_SelectLightInView(void)
 {
        float bestrating, rating, temp[3];
        dlight_t *best;
@@ -4932,7 +5477,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -5165,6 +5710,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
        const char *data;
        float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
        char key[256], value[MAX_INPUTLINE];
+       char vabuf[1024];
 
        if (cl.worldmodel == NULL)
        {
@@ -5179,7 +5725,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                data = cl.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
        {
                type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
@@ -5197,7 +5743,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseToken_Simple(&data, false, false))
+                       if (!COM_ParseToken_Simple(&data, false, false, true))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -5207,7 +5753,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseToken_Simple(&data, false, false))
+                       if (!COM_ParseToken_Simple(&data, false, false, true))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
 
@@ -5368,20 +5914,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                }
                VectorAdd(origin, originhack, origin);
                if (radius >= 1)
-                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
        }
        if (entfiledata)
                Mem_Free(entfiledata);
 }
 
 
-void R_Shadow_SetCursorLocationForView(void)
+static void R_Shadow_SetCursorLocationForView(void)
 {
        vec_t dist, push;
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -5412,7 +5958,7 @@ void R_Shadow_UpdateWorldLightSelection(void)
                R_Shadow_SelectLight(NULL);
 }
 
-void R_Shadow_EditLights_Clear_f(void)
+static void R_Shadow_EditLights_Clear_f(void)
 {
        R_Shadow_ClearWorldLights();
 }
@@ -5432,26 +5978,26 @@ void R_Shadow_EditLights_Reload_f(void)
        }
 }
 
-void R_Shadow_EditLights_Save_f(void)
+static void R_Shadow_EditLights_Save_f(void)
 {
        if (!cl.worldmodel)
                return;
        R_Shadow_SaveWorldLights();
 }
 
-void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
 {
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
 }
 
-void R_Shadow_EditLights_ImportLightsFile_f(void)
+static void R_Shadow_EditLights_ImportLightsFile_f(void)
 {
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadLightsFile();
 }
 
-void R_Shadow_EditLights_Spawn_f(void)
+static void R_Shadow_EditLights_Spawn_f(void)
 {
        vec3_t color;
        if (!r_editlights.integer)
@@ -5468,7 +6014,7 @@ void R_Shadow_EditLights_Spawn_f(void)
        R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
 }
 
-void R_Shadow_EditLights_Edit_f(void)
+static void R_Shadow_EditLights_Edit_f(void)
 {
        vec3_t origin, angles, color;
        vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
@@ -5513,6 +6059,17 @@ void R_Shadow_EditLights_Edit_f(void)
                origin[1] = atof(Cmd_Argv(3));
                origin[2] = atof(Cmd_Argv(4));
        }
+       else if (!strcmp(Cmd_Argv(1), "originscale"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] *= atof(Cmd_Argv(2));
+               origin[1] *= atof(Cmd_Argv(3));
+               origin[2] *= atof(Cmd_Argv(4));
+       }
        else if (!strcmp(Cmd_Argv(1), "originx"))
        {
                if (Cmd_Argc() != 3)
@@ -5783,7 +6340,7 @@ void R_Shadow_EditLights_Edit_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
 }
 
-void R_Shadow_EditLights_EditAll_f(void)
+static void R_Shadow_EditLights_EditAll_f(void)
 {
        size_t lightindex;
        dlight_t *light, *oldselected;
@@ -5856,7 +6413,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
 }
 
-void R_Shadow_EditLights_ToggleShadow_f(void)
+static void R_Shadow_EditLights_ToggleShadow_f(void)
 {
        if (!r_editlights.integer)
        {
@@ -5871,7 +6428,7 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
-void R_Shadow_EditLights_ToggleCorona_f(void)
+static void R_Shadow_EditLights_ToggleCorona_f(void)
 {
        if (!r_editlights.integer)
        {
@@ -5886,7 +6443,7 @@ void R_Shadow_EditLights_ToggleCorona_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
-void R_Shadow_EditLights_Remove_f(void)
+static void R_Shadow_EditLights_Remove_f(void)
 {
        if (!r_editlights.integer)
        {
@@ -5902,7 +6459,7 @@ void R_Shadow_EditLights_Remove_f(void)
        r_shadow_selectedlight = NULL;
 }
 
-void R_Shadow_EditLights_Help_f(void)
+static void R_Shadow_EditLights_Help_f(void)
 {
        Con_Print(
 "Documentation on r_editlights system:\n"
@@ -5944,6 +6501,7 @@ void R_Shadow_EditLights_Help_f(void)
 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
+"originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
@@ -5958,7 +6516,7 @@ void R_Shadow_EditLights_Help_f(void)
        );
 }
 
-void R_Shadow_EditLights_CopyInfo_f(void)
+static void R_Shadow_EditLights_CopyInfo_f(void)
 {
        if (!r_editlights.integer)
        {
@@ -5987,7 +6545,7 @@ void R_Shadow_EditLights_CopyInfo_f(void)
        r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
 }
 
-void R_Shadow_EditLights_PasteInfo_f(void)
+static void R_Shadow_EditLights_PasteInfo_f(void)
 {
        if (!r_editlights.integer)
        {
@@ -6002,7 +6560,7 @@ void R_Shadow_EditLights_PasteInfo_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
 }
 
-void R_Shadow_EditLights_Lock_f(void)
+static void R_Shadow_EditLights_Lock_f(void)
 {
        if (!r_editlights.integer)
        {
@@ -6022,7 +6580,7 @@ void R_Shadow_EditLights_Lock_f(void)
        r_editlights_lockcursor = true;
 }
 
-void R_Shadow_EditLights_Init(void)
+static void R_Shadow_EditLights_Init(void)
 {
        Cvar_RegisterVariable(&r_editlights);
        Cvar_RegisterVariable(&r_editlights_cursordistance);
@@ -6057,26 +6615,37 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags)
+void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
 {
        int i, numlights, flag;
        float f, relativepoint[3], dist, dist2, lightradius2;
+       vec3_t diffuse, n;
        rtlight_t *light;
        dlight_t *dlight;
 
-       VectorClear(diffusecolor);
-       VectorClear(diffusenormal);
+       if (r_fullbright.integer)
+       {
+               VectorSet(color, 1, 1, 1);
+               return;
+       }
+
+       VectorClear(color);
 
        if (flags & LP_LIGHTMAP)
        {
-               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
                {
-                       ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+                       VectorClear(diffuse);
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
+                       VectorAdd(color, diffuse, color);
                }
                else
-                       VectorSet(ambientcolor, 1, 1, 1);
+                       VectorSet(color, 1, 1, 1);
+               color[0] += r_refdef.scene.ambient;
+               color[1] += r_refdef.scene.ambient;
+               color[2] += r_refdef.scene.ambient;
        }
+
        if (flags & LP_RTWORLD)
        {
                flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -6100,8 +6669,8 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
                        if (f <= 0)
                                continue;
                        // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->currentcolor, color);
                }
        }
        if (flags & LP_DYNLIGHT)
@@ -6121,8 +6690,149 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
                        if (f <= 0)
                                continue;
                        // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->color, ambientcolor);
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->color, color);
+               }
+       }
+}
+
+void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
+{
+       int i, numlights, flag;
+       rtlight_t *light;
+       dlight_t *dlight;
+       float relativepoint[3];
+       float color[3];
+       float dir[3];
+       float dist;
+       float dist2;
+       float intensity;
+       float sample[5*3];
+       float lightradius2;
+
+       if (r_fullbright.integer)
+       {
+               VectorSet(ambient, 1, 1, 1);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               return;
+       }
+
+       if (flags == LP_LIGHTMAP)
+       {
+               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               else
+                       VectorSet(ambient, 1, 1, 1);
+               return;
+       }
+
+       memset(sample, 0, sizeof(sample));
+       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+
+       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+       {
+               vec3_t tempambient;
+               VectorClear(tempambient);
+               VectorClear(color);
+               VectorClear(relativepoint);
+               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
+               VectorScale(color, r_refdef.lightmapintensity, color);
+               VectorAdd(sample, tempambient, sample);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity = VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+       }
+
+       if (flags & LP_RTWORLD)
+       {
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
+                               continue;
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
                }
+               // FIXME: sample bouncegrid too!
        }
+
+       if (flags & LP_DYNLIGHT)
+       {
+               // sample dlights
+               for (i = 0;i < r_refdef.scene.numlights;i++)
+               {
+                       light = r_refdef.scene.lights[i];
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
+                               continue;
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+               }
+       }
+
+       // calculate the direction we'll use to reduce the sample to a directional light source
+       VectorCopy(sample + 12, dir);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorNormalize(dir);
+       // extract the diffuse color along the chosen direction and scale it
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+       // subtract some of diffuse from ambient
+       VectorMA(sample, -0.333f, diffuse, ambient);
+       // store the normalized lightdir
+       VectorCopy(dir, lightdir);
 }