Remove code for r_fakelight.
[xonotic/darkplaces.git] / shader_glsl.h
index d6734e0..aef2bb9 100644 (file)
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"// GL ES shaders use precision modifiers, standard GL does not\n"
-"#ifndef GL_ES\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
-"#endif\n"
-"\n"
-"#if __VERSION__ >= 130\n"
-"# ifdef VERTEX_SHADER\n"
-"#  define dp_varying out\n"
-"#  define dp_attribute in\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
-"out vec4 dp_FragColor;\n"
-"#  define dp_varying in\n"
-"#  define dp_attribute in\n"
-"# endif\n"
-"# define dp_offsetmapping_dFdx dFdx\n"
-"# define dp_offsetmapping_dFdy dFdx\n"
-"# define dp_textureGrad textureGrad\n"
-"# define dp_texture2D texture\n"
-"# define dp_texture3D texture\n"
-"# define dp_textureCube texture\n"
-"#else\n"
-"# ifdef FRAGMENT_SHADER\n"
-"#  define dp_FragColor gl_FragColor\n"
-"# endif\n"
-"# define dp_varying varying\n"
-"# define dp_attribute attribute\n"
-"# define dp_offsetmapping_dFdx(a) 0\n"
-"# define dp_offsetmapping_dFdy(a) 0\n"
-"# define dp_textureGrad(a,b,c,d) dp_texture2D(a,b)\n"
-"# define dp_texture2D texture2D\n"
-"# define dp_texture3D texture3D\n"
-"# define dp_textureCube textureCube\n"
-"#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"dp_attribute vec4 Attrib_Position;  // vertex\n"
-"dp_attribute vec4 Attrib_Color;     // color\n"
-"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
-"dp_attribute vec3 Attrib_TexCoord1; // svector\n"
-"dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
-"dp_attribute vec3 Attrib_TexCoord3; // normal\n"
-"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
-"#endif\n"
-"dp_varying mediump vec4 VertexColor;\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"# define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
-"# define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"#   extension GL_EXT_gpu_shader4 : enable\n"
-"# endif\n"
-"# ifdef GL_ARB_texture_gather\n"
-"#   extension GL_ARB_texture_gather : enable\n"
-"# else\n"
-"#   ifdef GL_AMD_texture_texture4\n"
-"#     extension GL_AMD_texture_texture4 : enable\n"
-"#   endif\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"//#ifdef USESHADOWSAMPLER\n"
-"//# extension GL_ARB_shadow : enable\n"
-"//#endif\n"
-"\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3 half3\n"
-"//# define myhalf4 half4\n"
-"//#else\n"
-"# define myhalf mediump float\n"
-"# define myhalf2 mediump vec2\n"
-"# define myhalf3 mediump vec3\n"
-"# define myhalf4 mediump vec4\n"
-"//#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 ModelViewProjectionMatrix;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      dp_FragColor = VertexColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"dp_varying mediump vec2 TexCoord1;\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      TexCoord1 = Attrib_TexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-"      TexCoord2 = Attrib_TexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler2D Texture_Second;\n"
-"uniform mediump vec4 BloomColorSubtract;\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_GammaRamps;\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform mediump float Saturation;\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform mediump vec4 ViewTintColor;\n"
-"#endif\n"
-"//uncomment these if you want to use them:\n"
-"uniform mediump vec4 UserVec1;\n"
-"uniform mediump vec4 UserVec2;\n"
-"// uniform mediump vec4 UserVec3;\n"
-"// uniform mediump vec4 UserVec4;\n"
-"// uniform highp float ClientTime;\n"
-"uniform mediump vec2 PixelSize;\n"
-"void main(void)\n"
-"{\n"
-"      dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-"      dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"      dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"      float sobel = 1.0;\n"
-"      // vec2 ts = textureSize(Texture_First, 0);\n"
-"      // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
-"      vec2 px = PixelSize;\n"
-"      vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-"      vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
-"      vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
-"      vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
-"      vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
-"      vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-"      float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
-"      float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
-"      float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
-"      float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
-"      float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
-"      float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
-"      float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
-"      float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
-"      float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
-"      float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
-"      float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
-"      float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
-"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-"      dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
-"#endif\n"
-"\n"
-"#ifdef USESATURATION\n"
-"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-"      float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
-"      // 'vampire sight' effect, wheres red is compensated\n"
-"      #ifdef SATURATION_REDCOMPENSATE\n"
-"              float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
-"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
-"              dp_FragColor.r += rboost;\n"
-"      #else\n"
-"              // normal desaturation\n"
-"              //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
-"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
-"      #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
-"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
-"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef USEDIFFUSE\n"
-"dp_varying mediump vec2 TexCoord1;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"#endif\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      VertexColor = Attrib_Color;\n"
-"#ifdef USEDIFFUSE\n"
-"      TexCoord1 = Attrib_TexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      TexCoord2 = Attrib_TexCoord1.xy;\n"
-"#endif\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler2D Texture_First;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler2D Texture_Second;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEVIEWTINT\n"
-"      dp_FragColor = VertexColor;\n"
-"#else\n"
-"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"      dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-"      dp_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-"      dp_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      VertexColor = Attrib_Color;\n"
-"      TexCoord = Attrib_TexCoord0.xy;\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"uniform mediump vec4 BloomBlur_Parameters;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      int i;\n"
-"      vec2 tc = TexCoord;\n"
-"      vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
-"      tc += BloomBlur_Parameters.xy;\n"
-"      for (i = 1;i < SAMPLES;i++)\n"
-"      {\n"
-"              color += dp_texture2D(Texture_First, tc).rgb;\n"
-"              tc += BloomBlur_Parameters.xy;\n"
-"      }\n"
-"      dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 RefractColor;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"uniform mediump float ReflectFactor;\n"
-"uniform mediump float ReflectOffset;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"dp_varying highp vec3 EyeVector;\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp vec3 EyePosition;\n"
-"uniform highp mat4 TexMatrix;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 RefractColor;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"uniform mediump float ReflectFactor;\n"
-"uniform mediump float ReflectOffset;\n"
-"uniform highp float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform highp vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"      // slight water animation via 2 layer scrolling (todo: tweak)\n"
-"      #ifdef USENORMALMAPSCROLLBLEND\n"
-"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
-"      #else\n"
-"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      #endif\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
-"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
-"      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-"      dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"dp_varying mediump vec3 CubeVector;\n"
-"#endif\n"
-"\n"
-"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
-"dp_varying mediump vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#ifdef USEEYEVECTOR\n"
-"dp_varying highp vec4 EyeVectorFogDepth;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
-"#else\n"
-"# ifdef USEFOG\n"
-"dp_varying highp vec3 EyeVectorModelSpace;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform highp vec3 LightPosition;\n"
-"dp_varying highp vec4 ModelViewPosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform highp vec3 LightPosition;\n"
-"#endif\n"
-"uniform highp vec3 EyePosition;\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform highp vec3 LightDir;\n"
-"#endif\n"
-"uniform highp vec4 FogPlane;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"dp_varying highp vec3 ShadowMapTC;\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"dp_varying highp vec3 BounceGridTexCoord;\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Color;\n"
-"uniform sampler2D Texture_Gloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler2D Texture_SecondaryNormal;\n"
-"uniform sampler2D Texture_SecondaryColor;\n"
-"uniform sampler2D Texture_SecondaryGloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_SecondaryGlow;\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"uniform sampler2D Texture_FogHeightTexture;\n"
-"#endif\n"
-"uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler2D Texture_Reflection;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenDepth;\n"
-"uniform sampler2D Texture_ScreenNormalMap;\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler2D Texture_ScreenDiffuse;\n"
-"uniform sampler2D Texture_ScreenSpecular;\n"
-"#endif\n"
-"\n"
-"uniform mediump vec3 Color_Pants;\n"
-"uniform mediump vec3 Color_Shirt;\n"
-"uniform mediump vec3 FogColor;\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform highp float FogRangeRecip;\n"
-"uniform highp float FogPlaneViewDist;\n"
-"uniform highp float FogHeightFade;\n"
-"vec3 FogVertex(vec4 surfacecolor)\n"
-"{\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"      vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
-"#endif\n"
-"      float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
-"      float fogfrac;\n"
-"       vec3 fc = FogColor;\n"
-"#ifdef USEFOGALPHAHACK\n"
-"      fc *= surfacecolor.a;\n"
-"#endif\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"      vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-"      fogfrac = fogheightpixel.a;\n"
-"      return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-"      return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform mediump float OffsetMapping_Scale;\n"
-"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"      // 14 sample relief mapping: linear search and then binary search\n"
-"      // this basically steps forward a small amount repeatedly until it finds\n"
-"      // itself inside solid, then jitters forward and back using decreasing\n"
-"      // amounts to find the impact\n"
-"      //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
-"      //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-"      vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-"      vec3 RT = vec3(TexCoord, 1);\n"
-"      OffsetVector *= 0.1;\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
-"      return RT.xy;\n"
-"#else\n"
-"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
-"      vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
-"      OffsetVector *= 0.5;\n"
-"      TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-"      TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-"      return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCube Texture_CubeProjection;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform mediump vec2 ShadowMap_TextureScale;\n"
-"uniform mediump vec4 ShadowMap_Parameters;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"#  ifdef USESHADOWMAPVSDCT\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-"      vec3 adir = abs(dir);\n"
-"      vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-"      vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
-"      return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"#  else\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-"      vec3 adir = abs(dir);\n"
-"      float ma = adir.z;\n"
-"      vec4 proj = vec4(dir, 2.5);\n"
-"      if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
-"      if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
-"      vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
-"      return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"#  endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-"      float f;\n"
-"\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"#    else\n"
-"      f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
-"#    endif\n"
-"#  else\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
-"#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
-"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
-"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
-"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
-"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
-"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
-"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
-"      vec4 locols = vec4(group1.ab, group3.ab);\n"
-"      vec4 hicols = vec4(group7.rg, group9.rg);\n"
-"      locols.yz += group2.ab;\n"
-"      hicols.yz += group8.rg;\n"
-"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
-"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
-"                              mix(locols, hicols, offset.y);\n"
-"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
-"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
-"      f = dot(cols, vec4(1.0/25.0));\n"
-"#      else\n"
-"      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"      vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
-"                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      endif\n"
-"#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
-"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#      else\n"
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"#      endif\n"
-"#     endif\n"
-"#    else\n"
-"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#    endif\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform highp mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"uniform highp mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-"      TexCoordSurfaceLightmap.xy = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      VertexColor = Attrib_Color;\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-"      EyeVectorFogDepth.w = 0.0;\n"
-"#endif\n"
-"\n"
-"      VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0)).xyz;\n"
-"      VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0)).xyz;\n"
-"      VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0)).xyz;\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
-"      float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-"      //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
-"      //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
-"#else\n"
-"      vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
-"#endif\n"
-"\n"
-"      dp_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-"      ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform highp mat4 ViewToLight;\n"
-"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform highp vec2 ScreenToDepth;\n"
-"uniform myhalf3 DeferredColor_Ambient;\n"
-"uniform myhalf3 DeferredColor_Diffuse;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf3 DeferredColor_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#endif\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"void main(void)\n"
-"{\n"
-"      // calculate viewspace pixel position\n"
-"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      vec3 position;\n"
-"      position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"      // decode viewspace pixel normal\n"
-"      myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-"      myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
-"      // surfacenormal = pixel normal in viewspace\n"
-"      // LightVector = pixel to light in viewspace\n"
-"      // CubeVector = position in lightspace\n"
-"      // eyevector = pixel to view in viewspace\n"
-"      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
-"      myhalf fade = myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#ifdef USEDIFFUSE\n"
-"      // calculate diffuse shading\n"
-"      myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
-"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      // calculate directional shading\n"
-"      vec3 eyevector = position * -1.0;\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
-"#  else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
-"#  endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-"      gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-"      gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-"      vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData[0].rgb *= cubecolor;\n"
-"      gl_FragData[1].rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform highp mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform highp mat4 ModelToLight;\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform highp mat4 ShadowMapMatrix;\n"
-"#endif\n"
-"#ifdef USEBOUNCEGRID\n"
-"uniform highp mat4 BounceGridMatrix;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"      VertexColor = Attrib_Color;\n"
-"#endif\n"
-"      // copy the surface texcoord\n"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
-"#else\n"
-"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"      BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // transform vertex position into light attenuation/cubemap space\n"
-"      // (-1 to +1 across the light box)\n"
-"      CubeVector = vec3(ModelToLight * Attrib_Position);\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-"      // transform unnormalized light direction into tangent space\n"
-"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
-"      //  normalize it per pixel)\n"
-"      vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
-"      LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
-"      LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
-"      LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-"      LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
-"      LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
-"      LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-"#ifdef USEFOG\n"
-"      EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
-"#else\n"
-"      EyeVectorFogDepth.w = 0.0;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
-"# ifdef USEFOG\n"
-"      VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
-"      VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
-"      VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
-"# else\n"
-"      VectorS = vec4(Attrib_TexCoord1, 0);\n"
-"      VectorT = vec4(Attrib_TexCoord2, 0);\n"
-"      VectorR = vec4(Attrib_TexCoord3, 0);\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEFOG\n"
-"      EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"uniform myhalf3 DeferredMod_Diffuse;\n"
-"uniform myhalf3 DeferredMod_Specular;\n"
-"#endif\n"
-"uniform myhalf3 Color_Ambient;\n"
-"uniform myhalf3 Color_Diffuse;\n"
-"uniform myhalf3 Color_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#ifdef USEGLOW\n"
-"uniform myhalf3 Color_Glow;\n"
-"#endif\n"
-"uniform myhalf Alpha;\n"
-"#ifdef USEREFLECTION\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform highp mat4 ModelToReflectCube;\n"
-"uniform sampler2D Texture_ReflectMask;\n"
-"uniform samplerCube Texture_ReflectCube;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef USEBOUNCEGRID\n"
-"uniform sampler3D Texture_BounceGrid;\n"
-"uniform float BounceGridIntensity;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
-"#endif\n"
-"\n"
-"      // combine the diffuse textures (base, pants, shirt)\n"
-"      myhalf4 color = myhalf4(offsetMappedTexture2D(Texture_Color));\n"
-"#ifdef USEALPHAKILL\n"
-"      if (color.a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"      color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-"      color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
-"      //myhalf terrainblend = min(myhalf(VertexColor.a) * color.a * 2.0, myhalf(1.0));\n"
-"      //myhalf terrainblend = myhalf(VertexColor.a) * color.a > 0.5;\n"
-"      color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
-"      color.a = 1.0;\n"
-"      //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
-"#endif\n"
-"\n"
-"      // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf3 surfacenormal = normalize(mix(myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
-"#else\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5, 0.5, 0.5));\n"
-"#endif\n"
-"\n"
-"      // get the material colors\n"
-"      myhalf3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
-"# else\n"
-"      myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-"      vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
-"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
-"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
-"      diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // light source\n"
-"#ifdef USEDIFFUSE\n"
-"      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"#else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
-"#endif\n"
-"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-"      color.rgb *= LightColor;\n"
-"      color.rgb *= myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-"      color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
-"# endif\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-"      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#define SHADING\n"
-"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-"      myhalf3 lightnormal_modelspace = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-"      // convert modelspace light vector to tangentspace\n"
-"      myhalf3 lightnormal;\n"
-"      lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
-"      lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
-"      lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
-"      lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
-"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
-"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"      myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
-"myhalf3 lightcolor = myhalf3(1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-"      color.rgb = diffusetex * (Color_Ambient + myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-"      color.rgb = diffusetex * (Color_Ambient + myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#  ifdef USESPECULAR\n"
-"#   ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"#   else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
-"#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"#  else\n"
-"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"#  endif\n"
-"# else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      color.rgb += diffusetex * myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex.rgb * myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"      color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
-"#else\n"
-"      color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      color.rgb = FogVertex(color);\n"
-"#endif\n"
-"\n"
-"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
-"#ifdef USEREFLECTION\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-"      dp_FragColor = vec4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
+"// written by Forest 'LordHavoc' Hale\n",
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
+"\n",
+"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n",
+"#  ifdef GL_ARB_uniform_buffer_object\n",
+"#    extension GL_ARB_uniform_buffer_object : enable\n",
+"#  endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef GL_EXT_gpu_shader4\n",
+"#   extension GL_EXT_gpu_shader4 : enable\n",
+"# endif\n",
+"# ifdef GL_ARB_texture_gather\n",
+"#   extension GL_ARB_texture_gather : enable\n",
+"# else\n",
+"#   ifdef GL_AMD_texture_texture4\n",
+"#     extension GL_AMD_texture_texture4 : enable\n",
+"#   endif\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USECELSHADING\n",
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n",
+"# else\n",
+"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n",
+"# endif\n",
+"#else\n",
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n",
+"# else\n",
+"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n"
+"invariant gl_Position; // fix for lighting polygons not matching base surface\n",
+"# endif\n",
+"#if defined(GLSL130) || defined(GLSL140)\n",
+"precision highp float;\n",
+"# ifdef VERTEX_SHADER\n",
+"#  define dp_varying out\n",
+"#  define dp_attribute in\n",
+"# endif\n",
+"# ifdef FRAGMENT_SHADER\n",
+"out vec4 dp_FragColor;\n",
+"#  define dp_varying in\n",
+"#  define dp_attribute in\n",
+"# endif\n",
+"# define dp_offsetmapping_dFdx dFdx\n",
+"# define dp_offsetmapping_dFdy dFdy\n",
+"# define dp_textureGrad textureGrad\n",
+"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n",
+"# define dp_texture2D texture\n",
+"# define dp_texture3D texture\n",
+"# define dp_textureCube texture\n",
+"# define dp_shadow2D(a,b) float(texture(a,b))\n",
+"#else\n",
+"# ifdef FRAGMENT_SHADER\n",
+"#  define dp_FragColor gl_FragColor\n",
+"# endif\n",
+"# define dp_varying varying\n",
+"# define dp_attribute attribute\n",
+"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n",
+"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n",
+"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n",
+"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n",
+"# define dp_texture2D texture2D\n",
+"# define dp_texture3D texture3D\n",
+"# define dp_textureCube textureCube\n",
+"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n",
+"#endif\n",
+"\n",
+"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n",
+"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n",
+"#ifndef GL_ES\n",
+"#define lowp\n",
+"#define mediump\n",
+"#define highp\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEPTHRGB\n",
+"      // for 565 RGB we'd need to use different multipliers\n",
+"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n",
+"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"dp_attribute vec4 Attrib_Position;  // vertex\n",
+"dp_attribute vec4 Attrib_Color;     // color\n",
+"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n",
+"dp_attribute vec3 Attrib_TexCoord1; // svector\n",
+"dp_attribute vec3 Attrib_TexCoord2; // tvector\n",
+"dp_attribute vec3 Attrib_TexCoord3; // normal\n",
+"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n",
+"#ifdef USESKELETAL\n",
+"//uniform mat4 Skeletal_Transform[128];\n",
+"// this is used with glBindBufferRange to bind a uniform block to the name\n",
+"// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is\n",
+"// directly accessible without a namespace.\n",
+"// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax\n",
+"uniform Skeletal_Transform12_UniformBlock\n",
+"{\n",
+"      vec4 Skeletal_Transform12[768];\n",
+"};\n",
+"dp_attribute vec4 Attrib_SkeletalIndex;\n",
+"dp_attribute vec4 Attrib_SkeletalWeight;\n",
+"#endif\n",
+"#endif\n",
+"dp_varying mediump vec4 VertexColor;\n",
+"\n",
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
+"# define USEFOG\n",
+"#endif\n",
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
+"# define USELIGHTMAP\n",
+"#endif\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(USEFOG)\n",
+"# define USEEYEVECTOR\n",
+"#endif\n",
+"\n",
+"//#ifdef __GLSL_CG_DATA_TYPES\n",
+"//# define myhalf half\n",
+"//# define myhalf2 half2\n",
+"//# define myhalf3 half3\n",
+"//# define myhalf4 half4\n",
+"//# define cast_myhalf half\n",
+"//# define cast_myhalf2 half2\n",
+"//# define cast_myhalf3 half3\n",
+"//# define cast_myhalf4 half4\n",
+"//#else\n",
+"# define myhalf mediump float\n",
+"# define myhalf2 mediump vec2\n",
+"# define myhalf3 mediump vec3\n",
+"# define myhalf4 mediump vec4\n",
+"# define cast_myhalf float\n",
+"# define cast_myhalf2 vec2\n",
+"# define cast_myhalf3 vec3\n",
+"# define cast_myhalf4 vec4\n",
+"//#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 ModelViewProjectionMatrix;\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"#ifdef USETRIPPY\n",
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
+"// tweaked scale\n",
+"uniform highp float ClientTime;\n",
+"vec4 TrippyVertex(vec4 position)\n",
+"{\n",
+"      float worldTime = ClientTime;\n",
+"      // tweaked for Quake\n",
+"      worldTime *= 10.0;\n",
+"      position *= 0.125;\n",
+"      //~tweaked for Quake\n",
+"      float distanceSquared = (position.x * position.x + position.z * position.z);\n",
+"      position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n",
+"      float y = position.y;\n",
+"      float x = position.x;\n",
+"      float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n",
+"      position.y = x*sin(om)+y*cos(om);\n",
+"      position.x = x*cos(om)-y*sin(om);\n",
+"      return position;\n",
+"}\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEPTH_OR_SHADOW\n",
+"dp_varying highp float Depth;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"      Depth = gl_Position.z;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEDEPTHRGB\n",
+"      dp_FragColor = encodedepthmacro(Depth);\n",
+"#else\n",
+"      dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_DEPTH_ORSHADOW\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_POSTPROCESS\n",
+"dp_varying mediump vec2 TexCoord1;\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"      TexCoord1 = Attrib_TexCoord0.xy;\n",
+"#ifdef USEBLOOM\n",
+"      TexCoord2 = Attrib_TexCoord4.xy;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_First;\n",
+"#ifdef USEBLOOM\n",
+"uniform sampler2D Texture_Second;\n",
+"uniform mediump vec4 BloomColorSubtract;\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler2D Texture_GammaRamps;\n",
+"#endif\n",
+"#ifdef USESATURATION\n",
+"uniform mediump float Saturation;\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"uniform mediump vec4 ViewTintColor;\n",
+"#endif\n",
+"//uncomment these if you want to use them:\n",
+"uniform mediump vec4 UserVec1;\n",
+"uniform mediump vec4 UserVec2;\n",
+"// uniform mediump vec4 UserVec3;\n",
+"// uniform mediump vec4 UserVec4;\n",
+"// uniform highp float ClientTime;\n",
+"uniform mediump vec2 PixelSize;\n",
+"\n",
+"#ifdef USEFXAA\n",
+"// graphitemaster: based off the white paper by Timothy Lottes\n",
+"// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n",
+"vec4 fxaa(vec4 inColor, float maxspan)\n",
+"{\n",
+"      vec4 ret = inColor; // preserve old\n",
+"      float mulreduct = 1.0/maxspan;\n",
+"      float minreduct = (1.0 / 128.0);\n",
+"\n",
+"      // directions\n",
+"      vec3 NW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, -1.0) * PixelSize)).xyz;\n",
+"      vec3 NE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, -1.0) * PixelSize)).xyz;\n",
+"      vec3 SW = dp_texture2D(Texture_First, TexCoord1 + (vec2(-1.0, +1.0) * PixelSize)).xyz;\n",
+"      vec3 SE = dp_texture2D(Texture_First, TexCoord1 + (vec2(+1.0, +1.0) * PixelSize)).xyz;\n",
+"      vec3 M = dp_texture2D(Texture_First, TexCoord1).xyz;\n",
+"\n",
+"      // luminance directions\n",
+"      vec3 luma = vec3(0.299, 0.587, 0.114);\n",
+"      float lNW = dot(NW, luma);\n",
+"      float lNE = dot(NE, luma);\n",
+"      float lSW = dot(SW, luma);\n",
+"      float lSE = dot(SE, luma);\n",
+"      float lM = dot(M, luma);\n",
+"      float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n",
+"      float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n",
+"\n",
+"      // direction and reciprocal\n",
+"      vec2 dir = vec2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n",
+"      float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n",
+"\n",
+"      // span\n",
+"      dir = min(vec2(maxspan, maxspan), max(vec2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
+"\n",
+"      vec3 rA = (1.0/2.0) * (\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+"      vec3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+"              dp_texture2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
+"      float lB = dot(rB, luma);\n",
+"\n",
+"      ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
+"      ret.a = 1.0;\n",
+"      return ret;\n",
+"}\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"      dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
+"\n",
+"#ifdef USEFXAA\n",
+"      dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\n",
+"#endif\n",
+"\n",
+"#ifdef USEPOSTPROCESSING\n",
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
+"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
+"      float sobel = 1.0;\n",
+"      // vec2 ts = textureSize(Texture_First, 0);\n",
+"      // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
+"      vec2 px = PixelSize;\n",
+"      vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
+"      vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n",
+"      vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
+"      vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
+"      vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n",
+"      vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
+"      vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
+"      vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n",
+"      vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
+"      vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
+"      vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n",
+"      vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
+"      float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n",
+"      float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n",
+"      float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n",
+"      float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n",
+"      float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n",
+"      float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n",
+"      float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n",
+"      float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n",
+"      float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n",
+"      float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n",
+"      float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n",
+"      float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n",
+"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n",
+"      dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
+"      dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEBLOOM\n",
+"      dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
+"#ifdef USESATURATION\n",
+"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
+"      float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",
+"      // 'vampire sight' effect, wheres red is compensated\n",
+"      #ifdef SATURATION_REDCOMPENSATE\n",
+"              float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n",
+"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
+"              dp_FragColor.r += rboost;\n",
+"      #else\n",
+"              // normal desaturation\n",
+"              //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n",
+"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
+"      #endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGAMMARAMPS\n",
+"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_POSTPROCESS\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_GENERIC\n",
+"#ifdef USEDIFFUSE\n",
+"dp_varying mediump vec2 TexCoord1;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"#endif\n",
+"uniform myhalf Alpha;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+"      VertexColor = Attrib_Color;\n",
+"#ifdef USEDIFFUSE\n",
+"      TexCoord1 = Attrib_TexCoord0.xy;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      TexCoord2 = Attrib_TexCoord1.xy;\n",
+"#endif\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEDIFFUSE\n",
+"uniform sampler2D Texture_First;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"uniform sampler2D Texture_Second;\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler2D Texture_GammaRamps;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = VertexColor;\n",
+"#else\n",
+"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
+"#endif\n",
+"#ifdef USEDIFFUSE\n",
+"# ifdef USEREFLECTCUBE\n",
+"      // suppress texture alpha\n",
+"      dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n",
+"# else\n",
+"      dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+"      vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n",
+"# ifdef USECOLORMAPPING\n",
+"      dp_FragColor *= tex2;\n",
+"# endif\n",
+"# ifdef USEGLOW\n",
+"      dp_FragColor += tex2;\n",
+"# endif\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+"      dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n",
+"# endif\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"#ifdef USEALPHAKILL\n",
+"      dp_FragColor.a *= Alpha;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_GENERIC\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_BLOOMBLUR\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"      VertexColor = Attrib_Color;\n",
+"      TexCoord = Attrib_TexCoord0.xy;\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_First;\n",
+"uniform mediump vec4 BloomBlur_Parameters;\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"      int i;\n",
+"      vec2 tc = TexCoord;\n",
+"      vec3 color = dp_texture2D(Texture_First, tc).rgb;\n",
+"      tc += BloomBlur_Parameters.xy;\n",
+"      for (i = 1;i < SAMPLES;i++)\n",
+"      {\n",
+"              color += dp_texture2D(Texture_First, tc).rgb;\n",
+"              tc += BloomBlur_Parameters.xy;\n",
+"      }\n",
+"      dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_BLOOMBLUR\n",
+"#ifdef MODE_REFRACTION\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef VERTEX_SHADER\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      VertexColor = Attrib_Color;\n",
+"#endif\n",
+"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Refraction;\n",
+"\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 RefractColor;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n",
+"      vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
+"#else\n",
+"      vec2 distort = DistortScaleRefractReflect.xy;\n",
+"      vec4 refractcolor = RefractColor;\n",
+"#endif\n",
+"      #ifdef USENORMALMAPSCROLLBLEND\n",
+"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n",
+"      #else\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n",
+"      #endif\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+"      dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_REFRACTION\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_WATER\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"dp_varying highp vec3 EyeVector;\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp vec3 EyePosition;\n",
+"uniform highp mat4 TexMatrix;\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      VertexColor = Attrib_Color;\n",
+"#endif\n",
+"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
+"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+"      EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+"      EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+"      EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Refraction;\n",
+"uniform sampler2D Texture_Reflection;\n",
+"\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 RefractColor;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"uniform mediump float ReflectFactor;\n",
+"uniform mediump float ReflectOffset;\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n",
+"      // slight water animation via 2 layer scrolling (todo: tweak)\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n",
+"      float reflectoffset = ReflectOffset * VertexColor.a;\n",
+"      float reflectfactor = ReflectFactor * VertexColor.a;\n",
+"      vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
+"#else\n",
+"      vec4 distort = DistortScaleRefractReflect;\n",
+"      float reflectoffset = ReflectOffset;\n",
+"      float reflectfactor = ReflectFactor;\n",
+"      vec4 refractcolor = RefractColor;\n",
+"#endif\n",
+"      #ifdef USENORMALMAPSCROLLBLEND\n",
+"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n",
+"      #else\n",
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n",
+"      #endif\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n",
+"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n",
+"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n",
+"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n",
+"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n",
+"      f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n",
+"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n",
+"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n",
+"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n",
+"      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n",
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n",
+"      dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_WATER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// common definitions between vertex shader and fragment shader:\n",
+"\n",
+"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"dp_varying mediump vec3 CubeVector;\n",
+"#endif\n",
+"\n",
+"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n",
+"dp_varying mediump vec3 LightVector;\n",
+"#endif\n",
+"\n",
+"#ifdef USEEYEVECTOR\n",
+"dp_varying highp vec4 EyeVectorFogDepth;\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n",
+"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n",
+"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n",
+"#else\n",
+"# ifdef USEFOG\n",
+"dp_varying highp vec3 EyeVectorModelSpace;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"#endif\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform highp vec3 LightPosition;\n",
+"dp_varying highp vec4 ModelViewPosition;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform highp vec3 LightPosition;\n",
+"#endif\n",
+"uniform highp vec3 EyePosition;\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform highp vec3 LightDir;\n",
+"#endif\n",
+"uniform highp vec4 FogPlane;\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"dp_varying highp vec3 ShadowMapTC;\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"dp_varying highp vec3 BounceGridTexCoord;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"dp_varying highp float Depth;\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n",
+"\n",
+"// fragment shader specific:\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Color;\n",
+"uniform sampler2D Texture_Gloss;\n",
+"#ifdef USEGLOW\n",
+"uniform sampler2D Texture_Glow;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler2D Texture_SecondaryNormal;\n",
+"uniform sampler2D Texture_SecondaryColor;\n",
+"uniform sampler2D Texture_SecondaryGloss;\n",
+"#ifdef USEGLOW\n",
+"uniform sampler2D Texture_SecondaryGlow;\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform sampler2D Texture_Pants;\n",
+"uniform sampler2D Texture_Shirt;\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+"uniform sampler2D Texture_FogHeightTexture;\n",
+"#endif\n",
+"uniform sampler2D Texture_FogMask;\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"uniform sampler2D Texture_Lightmap;\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
+"uniform sampler2D Texture_Deluxemap;\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"uniform sampler2D Texture_Reflection;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform sampler2D Texture_ScreenNormalMap;\n",
+"#endif\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"#ifdef USECELOUTLINES\n",
+"uniform sampler2D Texture_ScreenNormalMap;\n",
+"#endif\n",
+"uniform sampler2D Texture_ScreenDiffuse;\n",
+"uniform sampler2D Texture_ScreenSpecular;\n",
+"#endif\n",
+"\n",
+"uniform mediump vec3 Color_Pants;\n",
+"uniform mediump vec3 Color_Shirt;\n",
+"uniform mediump vec3 FogColor;\n",
+"\n",
+"#ifdef USEFOG\n",
+"uniform highp float FogRangeRecip;\n",
+"uniform highp float FogPlaneViewDist;\n",
+"uniform highp float FogHeightFade;\n",
+"vec3 FogVertex(vec4 surfacecolor)\n",
+"{\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"      vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n",
+"#endif\n",
+"      float FogPlaneVertexDist = EyeVectorFogDepth.w;\n",
+"      float fogfrac;\n",
+"       vec3 fc = FogColor;\n",
+"#ifdef USEFOGALPHAHACK\n",
+"      fc *= surfacecolor.a;\n",
+"#endif\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+"      vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n",
+"      fogfrac = fogheightpixel.a;\n",
+"      return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#else\n",
+"# ifdef USEFOGOUTSIDE\n",
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",
+"# else\n",
+"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
+"# endif\n",
+"      return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform mediump vec4 OffsetMapping_ScaleSteps;\n",
+"uniform mediump float OffsetMapping_Bias;\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+"uniform mediump float OffsetMapping_LodDistance;\n",
+"#endif\n",
+"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n",
+"{\n",
+"      float i;\n",
+"      // distance-based LOD\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+"      //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"      //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"      mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+"      // stupid workaround because 1-step and 2-step reliefmapping is void\n",
+"      mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n",
+"#else\n",
+"      mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n",
+"#endif\n",
+"      mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n",
+"      mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"#else\n",
+"      #define ScaleSteps OffsetMapping_ScaleSteps\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+"      float f;\n",
+"      // 14 sample relief mapping: linear search and then binary search\n",
+"      // this basically steps forward a small amount repeatedly until it finds\n",
+"      // itself inside solid, then jitters forward and back using decreasing\n",
+"      // amounts to find the impact\n",
+"      //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n",
+"      //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n",
+"      vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n",
+"      vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n",
+"      OffsetVector *= ScaleSteps.z;\n",
+"      for(i = 1.0; i < ScaleSteps.y; ++i)\n",
+"              RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n",
+"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n",
+"              RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n",
+"      return RT.xy;\n",
+"#else\n",
+"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n",
+"      //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n",
+"      //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n",
+"      vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n",
+"      OffsetVector *= ScaleSteps.z;\n",
+"      for(i = 0.0; i < ScaleSteps.y; ++i)\n",
+"              TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n",
+"      return TexCoord;\n",
+"#endif\n",
+"}\n",
+"#endif // USEOFFSETMAPPING\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
+"uniform sampler2D Texture_Attenuation;\n",
+"uniform samplerCube Texture_Cube;\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler2DShadow Texture_ShadowMap2D;\n",
+"# else\n",
+"uniform sampler2D Texture_ShadowMap2D;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCube Texture_CubeProjection;\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform mediump vec4 ShadowMap_TextureScale;\n",
+"uniform mediump vec4 ShadowMap_Parameters;\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"# ifdef USESHADOWMAPORTHO\n",
+"#  define GetShadowMapTC2D(dir) (max(vec3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
+"# else\n",
+"#  ifdef USESHADOWMAPVSDCT\n",
+"vec3 GetShadowMapTC2D(vec3 dir)\n",
+"{\n",
+"      vec3 adir = abs(dir);\n",
+"      float m = max(max(adir.x, adir.y), adir.z);\n",
+"      vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n",
+"#ifdef USEDEPTHRGB\n",
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n",
+"#else\n",
+"      vec2 mparams = ShadowMap_Parameters.xy / m;\n",
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"#endif\n",
+"}\n",
+"#  else\n",
+"vec3 GetShadowMapTC2D(vec3 dir)\n",
+"{\n",
+"      vec3 adir = abs(dir);\n",
+"      float m; vec4 proj;\n",
+"      if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n",
+"      if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n",
+"#ifdef USEDEPTHRGB\n",
+"      return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n",
+"#else\n",
+"      vec2 mparams = ShadowMap_Parameters.xy / m;\n",
+"      return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"#endif\n",
+"}\n",
+"#  endif\n",
+"# endif\n",
+"#endif // defined(USESHADOWMAP2D)\n",
+"\n",
+"# ifdef USESHADOWMAP2D\n",
+"float ShadowMapCompare(vec3 dir)\n",
+"{\n",
+"      vec3 shadowmaptc = GetShadowMapTC2D(dir) + vec3(ShadowMap_TextureScale.zw, 0.0f);\n",
+"      float f;\n",
+"\n",
+"#  ifdef USEDEPTHRGB\n",
+"#   ifdef USESHADOWMAPPCF\n",
+"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy))\n",
+"#    if USESHADOWMAPPCF > 1\n",
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
+"      center *= ShadowMap_TextureScale.xy;\n",
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n",
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"#    else\n",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n",
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
+"#    endif\n",
+"#   else\n",
+"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy)));\n",
+"#   endif\n",
+"#  else\n",
+"#   ifdef USESHADOWSAMPLER\n",
+"#     ifdef USESHADOWMAPPCF\n",
+"#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  \n",
+"      vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
+"   vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
+"#       if USESHADOWMAPPCF > 1\n",
+"   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale.xy;\n",
+"   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
+"      f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
+"              (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n",
+"              (4.0/25.0)*texval(center);\n",
+"#       else\n",
+"      vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
+"      f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
+"#       endif        \n",
+"#     else\n",
+"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z));\n",
+"#     endif\n",
+"#   else\n",
+"#     ifdef USESHADOWMAPPCF\n",
+"#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
+"#       ifdef GL_ARB_texture_gather\n",
+"#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
+"#       else\n",
+"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy)\n",
+"#       endif\n",
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
+"#       if USESHADOWMAPPCF > 1\n",
+"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
+"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
+"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
+"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n",
+"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n",
+"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n",
+"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n",
+"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n",
+"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n",
+"      vec4 locols = vec4(group1.ab, group3.ab);\n",
+"      vec4 hicols = vec4(group7.rg, group9.rg);\n",
+"      locols.yz += group2.ab;\n",
+"      hicols.yz += group8.rg;\n",
+"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n",
+"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n",
+"                              mix(locols, hicols, offset.y);\n",
+"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n",
+"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n",
+"      f = dot(cols, vec4(1.0/25.0));\n",
+"#      else\n",
+"      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
+"      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
+"      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n",
+"      vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n",
+"      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n",
+"                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n",
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"#       endif\n",
+"#      else\n",
+"#       ifdef GL_EXT_gpu_shader4\n",
+"#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
+"#       else\n",
+"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale.xy).r  \n",
+"#       endif\n",
+"#       if USESHADOWMAPPCF > 1\n",
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
+"      center *= ShadowMap_TextureScale.xy;\n",
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n",
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"#       else\n",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = fract(shadowmaptc.xy);\n",
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n",
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
+"#       endif\n",
+"#      endif\n",
+"#     else\n",
+"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
+"#     endif\n",
+"#   endif\n",
+"#  endif\n",
+"#  ifdef USESHADOWMAPORTHO\n",
+"      return mix(ShadowMap_Parameters.w, 1.0, f);\n",
+"#  else\n",
+"      return f;\n",
+"#  endif\n",
+"}\n",
+"# endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform highp mat4 BackgroundTexMatrix;\n",
+"#endif\n",
+"uniform highp mat4 ModelViewMatrix;\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      VertexColor = Attrib_Color;\n",
+"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
+"#endif\n",
+"\n",
+"      // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+"      EyeVectorFogDepth.w = 0.0;\n",
+"#endif\n",
+"\n",
+"      VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n",
+"      VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n",
+"      VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"      Depth = (ModelViewMatrix * Attrib_Position).z;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\n",
+"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
+"#endif\n",
+"\n",
+"#ifdef USEALPHAKILL\n",
+"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
+"              discard;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
+"      float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n",
+"      //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n",
+"      //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n",
+"      float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n",
+"#else\n",
+"      vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n",
+"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
+"#endif\n",
+"\n",
+"      vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n",
+"      dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDGEOMETRY\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 ModelViewMatrix;\n",
+"void main(void)\n",
+"{\n",
+"      ModelViewPosition = ModelViewMatrix * Attrib_Position;\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform highp mat4 ViewToLight;\n",
+"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n",
+"uniform highp vec2 ScreenToDepth;\n",
+"uniform myhalf3 DeferredColor_Ambient;\n",
+"uniform myhalf3 DeferredColor_Diffuse;\n",
+"#ifdef USESPECULAR\n",
+"uniform myhalf3 DeferredColor_Specular;\n",
+"uniform myhalf SpecularPower;\n",
+"#endif\n",
+"uniform myhalf2 PixelToScreenTexCoord;\n",
+"void main(void)\n",
+"{\n",
+"      // calculate viewspace pixel position\n",
+"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+"      vec3 position;\n",
+"      // get the geometry information (depth, normal, specular exponent)\n",
+"      myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n",
+"      // decode viewspace pixel normal\n",
+"//    myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n",
+"      myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n",
+"      // decode viewspace pixel position\n",
+"//    position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n",
+"      position.z = normalmap.b;\n",
+"//    position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n",
+"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n",
+"\n",
+"      // now do the actual shading\n",
+"      // surfacenormal = pixel normal in viewspace\n",
+"      // LightVector = pixel to light in viewspace\n",
+"      // CubeVector = pixel in lightspace\n",
+"      // eyenormal = pixel to view direction in viewspace\n",
+"      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n",
+"      myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
+"#ifdef USEDIFFUSE\n",
+"      // calculate diffuse shading\n",
+"      myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n",
+"SHADEDIFFUSE\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      // calculate directional shading\n",
+"      myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n",
+"SHADESPECULAR(SpecularPower * normalmap.a)\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      fade *= ShadowMapCompare(CubeVector);\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+"      gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"      gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n",
+"# ifdef USECUBEFILTER\n",
+"      vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
+"      gl_FragData[0].rgb *= cubecolor;\n",
+"      gl_FragData[1].rgb *= cubecolor;\n",
+"# endif\n",
+"#else\n",
+"# ifdef USEDIFFUSE\n",
+"      gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"# else\n",
+"      gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n",
+"# endif\n",
+"# ifdef USECUBEFILTER\n",
+"      vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
+"      gl_FragColor.rgb *= cubecolor;\n",
+"# endif\n",
+"#endif\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDLIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform highp mat4 BackgroundTexMatrix;\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform highp mat4 ModelToLight;\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"uniform highp mat4 ShadowMapMatrix;\n",
+"#endif\n",
+"#ifdef USEBOUNCEGRID\n",
+"uniform highp mat4 BounceGridMatrix;\n",
+"#endif\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"//    ivec4 si = ivec4(Attrib_SkeletalIndex);\n",
+"//    mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n",
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"      SkeletalVertex.w = 1.0;\n",
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
+"      VertexColor = Attrib_Color;\n",
+"#endif\n",
+"      // copy the surface texcoord\n",
+"#ifdef USELIGHTMAP\n",
+"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n",
+"#else\n",
+"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"      BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n",
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
+"      BounceGridTexCoord.z *= 0.125;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // transform vertex position into light attenuation/cubemap space\n",
+"      // (-1 to +1 across the light box)\n",
+"      CubeVector = vec3(ModelToLight * Attrib_Position);\n",
+"\n",
+"# ifdef USEDIFFUSE\n",
+"      // transform unnormalized light direction into tangent space\n",
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n",
+"      //  normalize it per pixel)\n",
+"      vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n",
+"      LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n",
+"      LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n",
+"      LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n",
+"      LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n",
+"      LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n",
+"      LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n",
+"#endif\n",
+"\n",
+"      // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEEYEVECTOR\n",
+"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+"#ifdef USEFOG\n",
+"      EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n",
+"#else\n",
+"      EyeVectorFogDepth.w = 0.0;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"# ifdef USEFOG\n",
+"      VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n",
+"      VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n",
+"      VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n",
+"# else\n",
+"      VectorS = vec4(Attrib_TexCoord1, 0);\n",
+"      VectorT = vec4(Attrib_TexCoord2, 0);\n",
+"      VectorR = vec4(Attrib_TexCoord3, 0);\n",
+"# endif\n",
+"#else\n",
+"# ifdef USEFOG\n",
+"      EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"      // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#endif\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform myhalf2 PixelToScreenTexCoord;\n",
+"uniform myhalf3 DeferredMod_Diffuse;\n",
+"uniform myhalf3 DeferredMod_Specular;\n",
+"#endif\n",
+"uniform myhalf3 Color_Ambient;\n",
+"uniform myhalf3 Color_Diffuse;\n",
+"uniform myhalf3 Color_Specular;\n",
+"uniform myhalf SpecularPower;\n",
+"#ifdef USEGLOW\n",
+"uniform myhalf3 Color_Glow;\n",
+"#endif\n",
+"uniform myhalf Alpha;\n",
+"#ifdef USEREFLECTION\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"#endif\n",
+"#ifdef USEREFLECTCUBE\n",
+"uniform highp mat4 ModelToReflectCube;\n",
+"uniform sampler2D Texture_ReflectMask;\n",
+"uniform samplerCube Texture_ReflectCube;\n",
+"#endif\n",
+"#ifdef USEBOUNCEGRID\n",
+"uniform sampler3D Texture_BounceGrid;\n",
+"uniform float BounceGridIntensity;\n",
+"uniform highp mat4 BounceGridMatrix;\n",
+"#endif\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"#ifdef USEOCCLUDE\n",
+"uniform occludeQuery {\n",
+"    uint visiblepixels;\n",
+"    uint allpixels;\n",
+"};\n",
+"#endif\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\n",
+"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"# define TexCoord TexCoordOffset\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
+"# define TexCoord TexCoordSurfaceLightmap.xy\n",
+"#endif\n",
+"\n",
+"      // combine the diffuse textures (base, pants, shirt)\n",
+"      myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n",
+"#ifdef USEALPHAKILL\n",
+"      if (color.a < 0.5)\n",
+"              discard;\n",
+"#endif\n",
+"      color.a *= Alpha;\n",
+"#ifdef USECOLORMAPPING\n",
+"      color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"#ifdef USEBOTHALPHAS\n",
+"      myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n",
+"      myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n",
+"      color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n",
+"#else\n",
+"      myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n",
+"      //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n",
+"      //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n",
+"      color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n",
+"#endif\n",
+"      color.a = 1.0;\n",
+"      //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      color.a *= VertexColor.a;\n",
+"#endif\n",
+"\n",
+"      // get the surface normal\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n",
+"#else\n",
+"      myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n",
+"#endif\n",
+"\n",
+"      // get the material colors\n",
+"      myhalf3 diffusetex = color.rgb;\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+"      myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n",
+"# else\n",
+"      myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTCUBE\n",
+"      vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n",
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n",
+"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n",
+"      diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+"      myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // light source\n",
+"#ifdef USEDIFFUSE\n",
+"      myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
+"SHADEDIFFUSE\n",
+"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n",
+"#ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
+"#endif\n",
+"#else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif\n",
+"      color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      color.rgb *= ShadowMapCompare(CubeVector);\n",
+"#endif\n",
+"# ifdef USECUBEFILTER\n",
+"      color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n",
+"# endif\n",
+"#endif // MODE_LIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"      #define SHADING\n",
+"      #ifdef USEDIFFUSE\n",
+"              myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
+"      #endif\n",
+"      #define lightcolor 1\n",
+"#endif // MODE_LIGHTDIRECTION\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"   #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
+"      myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+"      myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+"      // convert modelspace light vector to tangentspace\n",
+"      myhalf3 lightnormal;\n",
+"      lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n",
+"      lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n",
+"      lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n",
+"      lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n",
+"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n",
+"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n",
+"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n",
+"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
+"      // to map the luxels to coordinates on the draw surfaces), which also causes\n",
+"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
+"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
+"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
+"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
+"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
+"   #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
+"      myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+"      myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
+"      #define SHADING\n",
+"      // forced deluxemap on lightmapped/vertexlit surfaces\n",
+"      myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n",
+"   #ifdef USELIGHTMAP\n",
+"              myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+"   #else\n",
+"              myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
+"   #endif\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTMAP\n",
+"      color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n",
+"#endif // MODE_LIGHTMAP\n",
+"#ifdef MODE_VERTEXCOLOR\n",
+"      color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n",
+"#endif // MODE_VERTEXCOLOR\n",
+"#ifdef MODE_FLATCOLOR\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif // MODE_FLATCOLOR\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef SHADING\n",
+"# ifdef USEDIFFUSE\n",
+"SHADEDIFFUSE\n",
+"#  ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
+"#  else\n",
+"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
+"#  endif\n",
+"# else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      color.rgb *= ShadowMapCompare(ShadowMapTC);\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+"      color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n",
+"      color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n",
+"//    color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
+"//    myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));\n",
+"//    myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n",
+"      myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n",
+"      myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n",
+"      myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n",
+"      myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n",
+"      myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n",
+"      myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n",
+"      myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n",
+"      myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n",
+"      myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n",
+"//    bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n",
+"      myhalf3 bouncegrid_light = cast_myhalf3(\n",
+"              dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n",
+"              dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n",
+"              dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n",
+"      color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n",
+"//    color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n",
+"#else\n",
+"      color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGLOW\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n",
+"#else\n",
+"      color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USECELOUTLINES\n",
+"# ifdef USEDEFERREDLIGHTMAP\n",
+"//    vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+"      vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n",
+"      vec4 DepthNeighbors;\n",
+"\n",
+"      // enable to test ink on white geometry\n",
+"//    color.rgb = vec3(1.0, 1.0, 1.0);\n",
+"\n",
+"      // note: this seems to be negative\n",
+"      float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n",
+"\n",
+"      // edge detect method\n",
+"//    DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n",
+"//    DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n",
+"//    DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n",
+"//    DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n",
+"//    float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n",
+"//    float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n",
+"//    color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n",
+"//    color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n",
+"\n",
+"      // shadow method\n",
+"      float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n",
+"//    float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n",
+"//    float DepthScale1 = 0.003;\n",
+"      float DepthScale2 = DepthScale1 / 2.0;\n",
+"//    float DepthScale3 = DepthScale1 / 4.0;\n",
+"      float DepthBias1 = -DepthCenter * DepthScale1;\n",
+"      float DepthBias2 = -DepthCenter * DepthScale2;\n",
+"//    float DepthBias3 = -DepthCenter * DepthScale3;\n",
+"      float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)\n",
+"                        - 0.0;\n",
+"      color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n",
+"//    color.r = DepthCenter / -1024.0;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+"      color.rgb = FogVertex(color);\n",
+"#endif\n",
+"\n",
+"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n",
+"#ifdef USEREFLECTION\n",
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n",
+"      #ifdef USENORMALMAPSCROLLBLEND\n",
+"# ifdef USEOFFSETMAPPING\n",
+"              vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"# else\n",
+"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"# endif\n",
+"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n",
+"      #else\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n",
+"      #endif\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+"      color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
+"#endif\n",
+"#ifdef USEOCCLUDE\n",
+"   color.rgb *= clamp(float(visiblepixels) / float(allpixels), 0.0, 1.0);\n",
+"#endif\n",
+"\n",
+"      dp_FragColor = vec4(color);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n",
+"#endif // !MODE_DEFERREDGEOMETRY\n",
+"#endif // !MODE_WATER\n",
+"#endif // !MODE_REFRACTION\n",
+"#endif // !MODE_BLOOMBLUR\n",
+"#endif // !MODE_GENERIC\n",
+"#endif // !MODE_POSTPROCESS\n",
+"#endif // !MODE_DEPTH_OR_SHADOW\n",