]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
changed behavior of r_showtris (now only affects geometry in the game view, not sky...
[xonotic/darkplaces.git] / r_shadow.c
index 5b76b0751582748c81139e5fa890677590b483f9..f4b0524ae44b0e493c01b756193fcd6dda88370f 100644 (file)
@@ -217,8 +217,6 @@ cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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 r_shadow_glsl lighting)"};
-cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
@@ -256,13 +254,14 @@ cubemapinfo_t;
 static int numcubemaps;
 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
 
-#define SHADERPERMUTATION_SPECULAR (1<<0)
-#define SHADERPERMUTATION_FOG (1<<1)
-#define SHADERPERMUTATION_CUBEFILTER (1<<2)
-#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
-#define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
-#define SHADERPERMUTATION_GEFORCEFX (1<<5)
-#define SHADERPERMUTATION_COUNT (1<<6)
+#define SHADERPERMUTATION_COLORMAPPING (1<<0)
+#define SHADERPERMUTATION_SPECULAR (1<<1)
+#define SHADERPERMUTATION_FOG (1<<2)
+#define SHADERPERMUTATION_CUBEFILTER (1<<3)
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
+#define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
+#define SHADERPERMUTATION_GEFORCEFX (1<<6)
+#define SHADERPERMUTATION_COUNT (1<<7)
 
 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
 
@@ -372,8 +371,15 @@ const char *builtinshader_light_frag =
 "uniform myhalf SpecularScale;\n"
 "#endif\n"
 "\n"
+"#ifdef USECOLORMAPPING\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"#endif\n"
+"\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
 "#ifdef USESPECULAR\n"
 "uniform sampler2D Texture_Gloss;\n"
 "#endif\n"
@@ -426,7 +432,13 @@ const char *builtinshader_light_frag =
 "\n"
 "      // calculate shading\n"
 "      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"      myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"      colorscale *= texturecolor.a;\n"
+"      myhvec3 color = myhvec3(texturecolor);\n"
+"#ifdef USECOLORMAPPING\n"
+"      color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"      color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
 "      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
 "      color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
@@ -486,32 +498,45 @@ void r_shadow_start(void)
                fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
                for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
                {
+                       char permutationname[256];
                        vertstrings_count = 0;
                        fragstrings_count = 0;
+                       permutationname[0] = 0;
+                       if (i & SHADERPERMUTATION_COLORMAPPING)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
+                               fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
+                               strlcat(permutationname, " colormapping", sizeof(permutationname));
+                       }
                        if (i & SHADERPERMUTATION_SPECULAR)
                        {
                                vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
                                fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+                               strlcat(permutationname, " specular", sizeof(permutationname));
                        }
                        if (i & SHADERPERMUTATION_FOG)
                        {
                                vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
                                fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+                               strlcat(permutationname, " fog", sizeof(permutationname));
                        }
                        if (i & SHADERPERMUTATION_CUBEFILTER)
                        {
                                vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
                                fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+                               strlcat(permutationname, " cubefilter", sizeof(permutationname));
                        }
                        if (i & SHADERPERMUTATION_OFFSETMAPPING)
                        {
                                vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
                                fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+                               strlcat(permutationname, " offsetmapping", sizeof(permutationname));
                        }
                        if (i & SHADERPERMUTATION_SURFACENORMALIZE)
                        {
                                vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
                                fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
+                               strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
                        }
                        if (i & SHADERPERMUTATION_GEFORCEFX)
                        {
@@ -520,13 +545,14 @@ void r_shadow_start(void)
                                        continue;
                                vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
                                fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
+                               strlcat(permutationname, " halffloat", sizeof(permutationname));
                        }
                        vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
                        fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
                        r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
                        if (!r_shadow_program_light[i])
                        {
-                               Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
+                               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
                                continue;
                        }
                        qglUseProgramObjectARB(r_shadow_program_light[i]);
@@ -544,6 +570,8 @@ void r_shadow_start(void)
                        {
                                qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
                        }
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
                }
                qglUseProgramObjectARB(0);
                if (fragstring)
@@ -646,8 +674,8 @@ void R_Shadow_Help_f(void)
 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
-"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
-"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
+"r_showlighting : useful for performance testing; bright = slow!\n"
+"r_showshadowvolumes : useful for performance testing; bright = slow!\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
        );
@@ -679,8 +707,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
-       Cvar_RegisterVariable(&r_shadow_visiblelighting);
-       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_glsl);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
@@ -1155,7 +1181,8 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+       if (!r_showtrispass)
+               qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
        //if (r_shadow_shadow_polygonoffset.value != 0)
        //{
        //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
@@ -1196,7 +1223,8 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(0, 0);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
@@ -1229,51 +1257,12 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
                R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
                R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
                R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
+               R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
+               R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
                //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                CHECKGLERROR
-               r_shadow_lightpermutation = 0;
-               // only add a feature to the permutation if that permutation exists
-               // (otherwise it might end up not using a shader at all, which looks
-               // worse than using less features)
-               if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
-                       r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
-               if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
-                       r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
-                       r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
-               if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
-                       r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
-               if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
-                       r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
-               if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
-                       r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
-               r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
-               qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
-               // TODO: support fog (after renderer is converted to texture fog)
-               if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
-               {
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
-               }
-               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
-               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
-               if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
-               {
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
-               }
-               //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), r_shadow_entitylightcolorbase[0], r_shadow_entitylightcolorbase[1], r_shadow_entitylightcolorbase[2]);CHECKGLERROR
-               //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
-               //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
-               //{
-               //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
-               //}
-               if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
-               {
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
-               }
        }
 }
 
@@ -1282,8 +1271,9 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
-       GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
-       qglPolygonOffset(0, 0);
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        GL_Color(0.0, 0.0125, 0.1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        qglDepthFunc(GL_GEQUAL);
@@ -1298,8 +1288,9 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
-       GL_DepthTest(r_shadow_visiblelighting.integer < 2);
-       qglPolygonOffset(0, 0);
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        GL_Color(0.1, 0.0125, 0, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        if (transparent)
@@ -1322,7 +1313,8 @@ void R_Shadow_RenderMode_End(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglPolygonOffset(0, 0);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
@@ -1435,7 +1427,7 @@ extern float *rsurface_tvector3f;
 extern float *rsurface_normal3f;
 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
 {
        int numverts = surface->num_vertices;
        float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
@@ -1451,9 +1443,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                        if ((dot = DotProduct(n, v)) < 0)
                        {
                                shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
-                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
-                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
+                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
+                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
                                if (fogenabled)
                                {
                                        float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
@@ -1477,15 +1469,15 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                if ((dot = DotProduct(n, v)) < 0)
                                {
                                        shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
                                }
                                else
                                {
-                                       color4f[0] = ambientcolor[0] * distintensity - reduce;
-                                       color4f[1] = ambientcolor[1] * distintensity - reduce;
-                                       color4f[2] = ambientcolor[2] * distintensity - reduce;
+                                       color4f[0] = ambientcolor[0] * distintensity;
+                                       color4f[1] = ambientcolor[1] * distintensity;
+                                       color4f[2] = ambientcolor[2] * distintensity;
                                }
                                if (fogenabled)
                                {
@@ -1511,15 +1503,15 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                if ((dot = DotProduct(n, v)) < 0)
                                {
                                        shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
                                }
                                else
                                {
-                                       color4f[0] = ambientcolor[0] * distintensity - reduce;
-                                       color4f[1] = ambientcolor[1] * distintensity - reduce;
-                                       color4f[2] = ambientcolor[2] * distintensity - reduce;
+                                       color4f[0] = ambientcolor[0] * distintensity;
+                                       color4f[1] = ambientcolor[1] * distintensity;
+                                       color4f[2] = ambientcolor[2] * distintensity;
                                }
                                if (fogenabled)
                                {
@@ -1598,20 +1590,11 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        int surfacelistindex;
        rmeshstate_t m;
-       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
-               return;
        GL_Color(0.1, 0.025, 0, 1);
        memset(&m, 0, sizeof(m));
        R_Mesh_State(&m);
@@ -1625,30 +1608,68 @@ static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        int surfacelistindex;
-       qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       // TODO: add direct pants/shirt rendering
-       if (dopants)
-               R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (doshirt)
-               R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (!dobase && !dospecular)
-               return;
+       // select a permutation of the lighting shader appropriate to this
+       // combination of texture, entity, light source, and fogging, only use the
+       // minimum features necessary to avoid wasting rendering time in the
+       // fragment shader on features that are not being used
+       r_shadow_lightpermutation = 0;
+       // only add a feature to the permutation if that permutation exists
+       // (otherwise it might end up not using a shader at all, which looks
+       // worse than using less features)
+       if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
+               r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
+       if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
+               r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
+       if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
+               r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
+       if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
+               r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
+       if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
+               r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
+       if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
+               r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
+       if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
+               r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
+       r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
+       qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
        R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+       R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
        R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
        R_Mesh_TexBind(1, R_GetTexture(basetexture));
-       R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
+       if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+       {
+               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
+       }
+       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+       if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
+       {
+               R_Mesh_TexBind(5, R_GetTexture(pantstexture));
+               R_Mesh_TexBind(6, R_GetTexture(shirttexture));
+               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
+               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
+       }
+       if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
+       {
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
+       }
+       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
+       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
        if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
        {
+               R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
                qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
        }
-       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+       if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
+       {
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
+       }
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
@@ -1671,727 +1692,806 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
-       // ARB path (any Geforce, any Radeon)
-       int surfacelistindex;
        int renders;
-       float color2[3], colorscale;
+       float color2[3];
        rmeshstate_t m;
-       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       // TODO: add direct pants/shirt rendering
-       if (doambientpants || dodiffusepants)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (doambientshirt || dodiffuseshirt)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (!doambientbase && !dodiffusebase && !dospecular)
-               return;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       GL_Color(1,1,1,1);
+       // colorscale accounts for how much we multiply the brightness
+       // during combine.
+       //
+       // mult is how many times the final pass of the lighting will be
+       // performed to get more brightness than otherwise possible.
+       //
+       // Limit mult to 64 for sanity sake.
+       if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
        {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
-               RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
-               if (!rsurface_svector3f)
-               {
-                       rsurface_svector3f = varray_svector3f;
-                       rsurface_tvector3f = varray_tvector3f;
-                       rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
-               }
-               if (doambientbase)
-               {
-                       GL_Color(1,1,1,1);
-                       colorscale = r_shadow_rtlight->ambientscale;
-                       // colorscale accounts for how much we multiply the brightness
-                       // during combine.
-                       //
-                       // mult is how many times the final pass of the lighting will be
-                       // performed to get more brightness than otherwise possible.
-                       //
-                       // Limit mult to 64 for sanity sake.
-                       if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
-                       {
-                               // 3 3D combine path (Geforce3, Radeon 8500)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+               // 3 3D combine path (Geforce3, Radeon 8500)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[1] = texture->currenttexmatrix;
-                               m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               m.tex[1] = R_GetTexture(basetexture);
+               m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[1] = texture->currenttexmatrix;
+               m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-                               m.texmatrix[2] = r_shadow_entitytolight;
+               m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.texmatrix[2] = r_shadow_entitytolight;
 #else
-                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                               GL_BlendFunc(GL_ONE, GL_ONE);
-                       }
-                       else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
-                       {
-                               // 2 3D combine path (Geforce3, original Radeon)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+       }
+       else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+       {
+               // 2 3D combine path (Geforce3, original Radeon)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[1] = texture->currenttexmatrix;
-                               GL_BlendFunc(GL_ONE, GL_ONE);
-                       }
-                       else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                       {
-                               // 4 2D combine path (Geforce3, Radeon 8500)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[1] = R_GetTexture(basetexture);
+               m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[1] = texture->currenttexmatrix;
+               GL_BlendFunc(GL_ONE, GL_ONE);
+       }
+       else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       {
+               // 4 2D combine path (Geforce3, Radeon 8500)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+               m.pointer_texcoord[1] = varray_texcoord2f[1];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               m.tex[2] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[2] = texture->currenttexmatrix;
-                               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               m.tex[2] = R_GetTexture(basetexture);
+               m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[2] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[3] = rsurface_vertex3f;
-                                       m.texmatrix[3] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[3] = rsurface_vertex3f;
+                       m.texmatrix[3] = r_shadow_entitytolight;
 #else
-                                       m.pointer_texcoord3f[3] = varray_texcoord3f[3];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                               }
-                               GL_BlendFunc(GL_ONE, GL_ONE);
-                       }
-                       else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
-                       {
-                               // 3 2D combine path (Geforce3, original Radeon)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+               }
+               GL_BlendFunc(GL_ONE, GL_ONE);
+       }
+       else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+       {
+               // 3 2D combine path (Geforce3, original Radeon)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+               m.pointer_texcoord[1] = varray_texcoord2f[1];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               m.tex[2] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[2] = texture->currenttexmatrix;
-                               GL_BlendFunc(GL_ONE, GL_ONE);
-                       }
-                       else
-                       {
-                               // 2/2/2 2D combine path (any dot3 card)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[2] = R_GetTexture(basetexture);
+               m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[2] = texture->currenttexmatrix;
+               GL_BlendFunc(GL_ONE, GL_ONE);
+       }
+       else
+       {
+               // 2/2/2 2D combine path (any dot3 card)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+               m.pointer_texcoord[1] = varray_texcoord2f[1];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       // this final code is shared
-                       R_Mesh_State(&m);
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       VectorScale(lightcolorbase, colorscale, color2);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                       }
-                       GL_LockArrays(0, 0);
                }
-               if (dodiffusebase)
-               {
-                       GL_Color(1,1,1,1);
-                       colorscale = r_shadow_rtlight->diffusescale;
-                       // colorscale accounts for how much we multiply the brightness
-                       // during combine.
-                       //
-                       // mult is how many times the final pass of the lighting will be
-                       // performed to get more brightness than otherwise possible.
-                       //
-                       // Limit mult to 64 for sanity sake.
-                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
-                       {
-                               // 3/2 3D combine path (Geforce3, Radeon 8500)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(normalmaptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-                               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       // this final code is shared
+       R_Mesh_State(&m);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+       VectorScale(lightcolorbase, colorscale, color2);
+       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+       {
+               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+       }
+       GL_LockArrays(0, 0);
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+{
+       int renders;
+       float color2[3];
+       rmeshstate_t m;
+       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       GL_Color(1,1,1,1);
+       // colorscale accounts for how much we multiply the brightness
+       // during combine.
+       //
+       // mult is how many times the final pass of the lighting will be
+       // performed to get more brightness than otherwise possible.
+       //
+       // Limit mult to 64 for sanity sake.
+       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+       {
+               // 3/2 3D combine path (Geforce3, Radeon 8500)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-                               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                       {
-                               // 1/2/2 3D combine path (original Radeon)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+               }
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       {
+               // 1/2/2 3D combine path (original Radeon)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(normalmaptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-                               R_Mesh_State(&m);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
-                       {
-                               // 2/2 3D combine path (original Radeon)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(normalmaptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               }
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+       {
+               // 2/2 3D combine path (original Radeon)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       else if (r_textureunits.integer >= 4)
-                       {
-                               // 4/2 2D combine path (Geforce3, Radeon 8500)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(normalmaptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       else if (r_textureunits.integer >= 4)
+       {
+               // 4/2 2D combine path (Geforce3, Radeon 8500)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-                               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[2] = varray_texcoord2f[2];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord[2] = varray_texcoord2f[2];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[3] = rsurface_vertex3f;
-                               m.texmatrix[3] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[3] = rsurface_vertex3f;
+               m.texmatrix[3] = r_shadow_entitytoattenuationz;
 #else
-                               m.pointer_texcoord[3] = varray_texcoord2f[3];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+               m.pointer_texcoord[3] = varray_texcoord2f[3];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       else
-                       {
-                               // 2/2/2 2D combine path (any dot3 card)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+               }
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       else
+       {
+               // 2/2/2 2D combine path (any dot3 card)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+               m.pointer_texcoord[1] = varray_texcoord2f[1];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(normalmaptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-                               R_Mesh_State(&m);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               GL_LockArrays(0, 0);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = rsurface_vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                               m.texmatrix[0] = texture->currenttexmatrix;
-                               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       // this final code is shared
-                       R_Mesh_State(&m);
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       VectorScale(lightcolorbase, colorscale, color2);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                       }
-                       GL_LockArrays(0, 0);
                }
-               if (dospecular)
-               {
-                       // FIXME: detect blendsquare!
-                       //if (gl_support_blendsquare)
-                       {
-                               colorscale = specularscale;
-                               GL_Color(1,1,1,1);
-                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                               {
-                                       // 2/0/0/1/2 3D combine blendsquare path
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex[0] = R_GetTexture(normalmaptexture);
-                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                                       m.texmatrix[0] = texture->currenttexmatrix;
-                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-                                       R_Mesh_State(&m);
-                                       GL_ColorMask(0,0,0,1);
-                                       // this squares the result
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       // square alpha in framebuffer a few times to make it shiny
-                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                                       // these comments are a test run through this math for intensity 0.5
-                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       // this final code is shared
+       R_Mesh_State(&m);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+       VectorScale(lightcolorbase, colorscale, color2);
+       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+       {
+               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+       }
+       GL_LockArrays(0, 0);
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+{
+       int renders;
+       float color2[3];
+       rmeshstate_t m;
+       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       // FIXME: detect blendsquare!
+       //if (!gl_support_blendsquare)
+       //      return;
+       GL_Color(1,1,1,1);
+       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+       {
+               // 2/0/0/1/2 3D combine blendsquare path
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               // this squares the result
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               R_Mesh_State(&m);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               // square alpha in framebuffer a few times to make it shiny
+               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+               // these comments are a test run through this math for intensity 0.5
+               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+               // 0.25 * 0.25 = 0.0625 (this is another pass)
+               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                                       R_Mesh_State(&m);
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                                       m.texmatrix[0] = texture->currenttexmatrix;
-                                       if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                                       {
-                                               m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(glosstexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                               m.texmatrix[1] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                                       }
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                               {
-                                       // 2/0/0/2 3D combine blendsquare path
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex[0] = R_GetTexture(normalmaptexture);
-                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                                       m.texmatrix[0] = texture->currenttexmatrix;
-                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-                                       R_Mesh_State(&m);
-                                       GL_ColorMask(0,0,0,1);
-                                       // this squares the result
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       // square alpha in framebuffer a few times to make it shiny
-                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                                       // these comments are a test run through this math for intensity 0.5
-                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                                       m.texmatrix[0] = texture->currenttexmatrix;
-                                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+               }
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+       {
+               // 2/0/0/2 3D combine blendsquare path
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               // this squares the result
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               R_Mesh_State(&m);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               // square alpha in framebuffer a few times to make it shiny
+               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+               // these comments are a test run through this math for intensity 0.5
+               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+               // 0.25 * 0.25 = 0.0625 (this is another pass)
+               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(glosstexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               }
-                               else
-                               {
-                                       // 2/0/0/2/2 2D combine blendsquare path
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex[0] = R_GetTexture(normalmaptexture);
-                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                                       m.texmatrix[0] = texture->currenttexmatrix;
-                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-                                       R_Mesh_State(&m);
-                                       GL_ColorMask(0,0,0,1);
-                                       // this squares the result
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       // square alpha in framebuffer a few times to make it shiny
-                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                                       // these comments are a test run through this math for intensity 0.5
-                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       else
+       {
+               // 2/0/0/2/2 2D combine blendsquare path
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(normalmaptexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+               R_Mesh_State(&m);
+               GL_ColorMask(0,0,0,1);
+               // this squares the result
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               R_Mesh_State(&m);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               // square alpha in framebuffer a few times to make it shiny
+               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+               // these comments are a test run through this math for intensity 0.5
+               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+               // 0.25 * 0.25 = 0.0625 (this is another pass)
+               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[0] = rsurface_vertex3f;
-                                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                                       m.pointer_texcoord[0] = varray_texcoord2f[0];
-                                       R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
-                                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                                       R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
+               m.pointer_texcoord[1] = varray_texcoord2f[1];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                                       R_Mesh_State(&m);
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = rsurface_vertex3f;
-                                       m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
-                                       m.texmatrix[0] = texture->currenttexmatrix;
-                                       if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
-                                       {
-                                               m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = rsurface_vertex3f;
+               m.tex[0] = R_GetTexture(glosstexture);
+               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.texmatrix[0] = texture->currenttexmatrix;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               {
+                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
 #ifdef USETEXMATRIX
-                                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                                               m.texmatrix[1] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
-                                       }
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               }
-                               R_Mesh_State(&m);
-                               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                               VectorScale(lightcolorbase, colorscale, color2);
+               }
+               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+       }
+       R_Mesh_State(&m);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+       VectorScale(lightcolorbase, colorscale, color2);
+       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+       {
+               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+       }
+       GL_LockArrays(0, 0);
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+{
+       // ARB path (any Geforce, any Radeon)
+       int surfacelistindex;
+       qboolean doambient = r_shadow_rtlight->ambientscale > 0;
+       qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
+       qboolean dospecular = specularscale > 0;
+       if (!doambient && !dodiffuse && !dospecular)
+               return;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
+               if (!rsurface_svector3f)
+               {
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               }
+               if (doambient)
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
+               if (dodiffuse)
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+               if (dopants)
+               {
+                       if (doambient)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
+                       if (dodiffuse)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+               }
+               if (doshirt)
+               {
+                       if (doambient)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
+                       if (dodiffuse)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+               }
+               if (dospecular)
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
+       }
+}
+
+void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
+{
+       int renders;
+       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
+       for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
+       {
+               int i;
+               float *c;
+#if 1
+               // due to low fillrate on the cards this vertex lighting path is
+               // designed for, we manually cull all triangles that do not
+               // contain a lit vertex
+               int draw;
+               const int *e;
+               int newnumtriangles;
+               int *newe;
+               int newelements[3072];
+               draw = false;
+               newnumtriangles = 0;
+               newe = newelements;
+               for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+               {
+                       if (newnumtriangles >= 1024)
+                       {
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               }
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
                                GL_LockArrays(0, 0);
+                               newnumtriangles = 0;
+                               newe = newelements;
+                       }
+                       if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
+                       {
+                               newe[0] = e[0];
+                               newe[1] = e[1];
+                               newe[2] = e[2];
+                               newnumtriangles++;
+                               newe += 3;
+                               draw = true;
                        }
                }
+               if (newnumtriangles >= 1)
+               {
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+                       GL_LockArrays(0, 0);
+                       draw = true;
+               }
+               if (!draw)
+                       break;
+#else
+               for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       if (VectorLength2(c))
+                               goto goodpass;
+               break;
+goodpass:
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+#endif
+               // now reduce the intensity for the next overbright pass
+               for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+               {
+                       c[0] = max(0, c[0] - 1);
+                       c[1] = max(0, c[1] - 1);
+                       c[2] = max(0, c[2] - 1);
+               }
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        int surfacelistindex;
-       int renders;
-       float ambientcolor2[3], diffusecolor2[3];
+       float ambientcolorbase[3], diffusecolorbase[3];
+       float ambientcolorpants[3], diffusecolorpants[3];
+       float ambientcolorshirt[3], diffusecolorshirt[3];
        rmeshstate_t m;
-       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       // TODO: add direct pants/shirt rendering
-       if (doambientpants || dodiffusepants)
-               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (doambientshirt || dodiffuseshirt)
-               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (!doambientbase && !dodiffusebase)
-               return;
-       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
-       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
-       GL_BlendFunc(GL_ONE, GL_ONE);
+       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
+       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
+       VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
+       VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
+       VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
+       VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
        if (r_textureunits.integer >= 2)
@@ -2421,7 +2521,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
                RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
                if (!rsurface_svector3f)
                {
@@ -2451,69 +2550,17 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
 #endif
                        }
                }
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
-               for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
+               R_Mesh_TexBind(0, R_GetTexture(basetexture));
+               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
+               if (dopants)
                {
-                       int i;
-                       float *c;
-#if 1
-                       // due to low fillrate on the cards this vertex lighting path is
-                       // designed for, we manually cull all triangles that do not
-                       // contain a lit vertex
-                       int draw;
-                       const int *e;
-                       int newnumtriangles;
-                       int *newe;
-                       int newelements[3072];
-                       draw = false;
-                       newnumtriangles = 0;
-                       newe = newelements;
-                       for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
-                       {
-                               if (newnumtriangles >= 1024)
-                               {
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
-                                       GL_LockArrays(0, 0);
-                                       newnumtriangles = 0;
-                                       newe = newelements;
-                               }
-                               if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
-                               {
-                                       newe[0] = e[0];
-                                       newe[1] = e[1];
-                                       newe[2] = e[2];
-                                       newnumtriangles++;
-                                       newe += 3;
-                                       draw = true;
-                               }
-                       }
-                       if (newnumtriangles >= 1)
-                       {
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
-                               GL_LockArrays(0, 0);
-                               draw = true;
-                       }
-                       if (!draw)
-                               break;
-#else
-                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
-                               if (VectorLength2(c))
-                                       goto goodpass;
-                       break;
-goodpass:
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                       GL_LockArrays(0, 0);
-#endif
-                       // now reduce the intensity for the next overbright pass
-                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
-                       {
-                               c[0] = max(0, c[0] - 1);
-                               c[1] = max(0, c[1] - 1);
-                               c[2] = max(0, c[2] - 1);
-                       }
+                       R_Mesh_TexBind(0, R_GetTexture(pantstexture));
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
+               }
+               if (doshirt)
+               {
+                       R_Mesh_TexBind(0, R_GetTexture(shirttexture));
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
                }
        }
 }
@@ -2523,12 +2570,11 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
        // FIXME: support MATERIALFLAG_NODEPTHTEST
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        rtexture_t *basetexture;
+       rtexture_t *pantstexture;
+       rtexture_t *shirttexture;
        rtexture_t *glosstexture;
        float specularscale;
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
-               qglDisable(GL_CULL_FACE);
-       else
-               qglEnable(GL_CULL_FACE);
+       qboolean dopants, doshirt;
        glosstexture = r_texture_black;
        specularscale = 0;
        if (r_shadow_gloss.integer > 0)
@@ -2554,41 +2600,79 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
        lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
        lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
        lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
-       lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
-       lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
-       lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
-       lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
-       lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
-       lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
-       if (ent->colormap >= 0)
-       {
-               basetexture = texture->skin.base;
-               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
-                       return;
-       }
+       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+               return;
+       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+               qglDisable(GL_CULL_FACE);
        else
+               qglEnable(GL_CULL_FACE);
+       dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
+       doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       if (dopants + doshirt)
        {
-               basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
-               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
-                       return;
+               if (dopants)
+               {
+                       lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
+               }
+               else
+               {
+                       pantstexture = r_texture_black;
+                       VectorClear(lightcolorpants);
+               }
+               if (doshirt)
+               {
+                       shirttexture = texture->skin.shirt;
+                       lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
+               }
+               else
+               {
+                       shirttexture = r_texture_black;
+                       VectorClear(lightcolorshirt);
+               }
+               switch (r_shadow_rendermode)
+               {
+               case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
+                       break;
+               case R_SHADOW_RENDERMODE_LIGHT_GLSL:
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
+                       break;
+               case R_SHADOW_RENDERMODE_LIGHT_DOT3:
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
+                       break;
+               case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
+                       break;
+               default:
+                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       break;
+               }
        }
-       switch (r_shadow_rendermode)
+       else
        {
-       case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-               R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-               R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
-               break;
-       default:
-               Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
-               break;
+               basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
+               switch (r_shadow_rendermode)
+               {
+               case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
+                       break;
+               case R_SHADOW_RENDERMODE_LIGHT_GLSL:
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
+                       break;
+               case R_SHADOW_RENDERMODE_LIGHT_DOT3:
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
+                       break;
+               case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
+                       break;
+               default:
+                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       break;
+               }
        }
 }
 
@@ -2795,15 +2879,6 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
        Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
        R_Mesh_Matrix(&ent->matrix);
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-       {
-               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
-               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
-               if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
-               {
-                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
-               }
-       }
 }
 
 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
@@ -2938,46 +3013,53 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (!numlightentities)
                return;
 
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
        // count this light in the r_speeds
        renderstats.lights++;
 
-       // draw stencil shadow volumes to mask off pixels that are in shadow
-       // so that they won't receive lighting
        usestencil = false;
-       if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+       if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
        {
-               usestencil = true;
-               R_Shadow_RenderMode_StencilShadowVolumes();
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+               // draw stencil shadow volumes to mask off pixels that are in shadow
+               // so that they won't receive lighting
+               if (gl_stencil)
+               {
+                       usestencil = true;
+                       R_Shadow_RenderMode_StencilShadowVolumes();
+                       for (i = 0;i < numshadowentities;i++)
+                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+               }
+
+               // optionally draw visible shape of the shadow volumes
+               // for performance analysis by level designers
+               if (r_showshadowvolumes.integer)
+               {
+                       R_Shadow_RenderMode_VisibleShadowVolumes();
+                       for (i = 0;i < numshadowentities;i++)
+                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+               }
        }
 
-       // draw lighting in the unmasked areas
-       if (numlightentities && !visible)
+       if (numlightentities)
        {
+               // draw lighting in the unmasked areas
                R_Shadow_RenderMode_Lighting(usestencil, false);
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
-       }
-
-       // optionally draw visible shape of the shadow volumes
-       // for performance analysis by level designers
-       if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
-       {
-               R_Shadow_RenderMode_VisibleShadowVolumes();
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
-       }
 
-       // optionally draw the illuminated areas
-       // for performance analysis by level designers
-       if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
-       {
-               R_Shadow_RenderMode_VisibleLighting(usestencil, false);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+               // optionally draw the illuminated areas
+               // for performance analysis by level designers
+               if (r_showlighting.integer)
+               {
+                       R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       for (i = 0;i < numlightentities;i++)
+                               R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+               }
        }
 }