]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
reworked PRVM_EDICTFIELD* and PRVM_GLOBALFIELD* usage to have more
[xonotic/darkplaces.git] / shader_glsl.h
index 614fbf4e943716424dcad191c507f640d2a7fe9c..e924413d44604052812c7ffe4b3fc1a55fbcbdb7 100644 (file)
@@ -2,7 +2,41 @@
 "// 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"
+"#ifdef GLSL130\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_texture2D texture\n"
+"# define dp_texture3D texture\n"
+"# define dp_textureCube texture\n"
+"# define dp_shadow2D(a,b) 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_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"
 "#endif\n"
 "\n"
 "#ifdef VERTEX_SHADER\n"
-"attribute vec4 Attrib_Position;  // vertex\n"
-"attribute vec4 Attrib_Color;     // color\n"
-"attribute vec4 Attrib_TexCoord0; // material texcoords\n"
-"attribute vec3 Attrib_TexCoord1; // svector\n"
-"attribute vec3 Attrib_TexCoord2; // tvector\n"
-"attribute vec3 Attrib_TexCoord3; // normal\n"
-"attribute vec4 Attrib_TexCoord4; // lightmap texcoords\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"
-"varying lowp vec4 VertexColor;\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"
+"# define USELIGHTMAP\n"
 "#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
+"# define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
 "#ifdef USESHADOWMAP2D\n"
 "#ifdef FRAGMENT_SHADER\n"
 "void main(void)\n"
 "{\n"
-"      gl_FragColor = VertexColor;\n"
+"      dp_FragColor = VertexColor;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_SHOWDEPTH\n"
 "\n"
 "\n"
 "#ifdef MODE_POSTPROCESS\n"
-"varying mediump vec2 TexCoord1;\n"
-"varying mediump vec2 TexCoord2;\n"
+"dp_varying mediump vec2 TexCoord1;\n"
+"dp_varying mediump vec2 TexCoord2;\n"
 "\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "uniform sampler2D Texture_First;\n"
 "#ifdef USEBLOOM\n"
 "uniform sampler2D Texture_Second;\n"
-"uniform lowp vec4 BloomColorSubtract;\n"
+"uniform mediump vec4 BloomColorSubtract;\n"
 "#endif\n"
 "#ifdef USEGAMMARAMPS\n"
 "uniform sampler2D Texture_GammaRamps;\n"
 "#endif\n"
 "#ifdef USESATURATION\n"
-"uniform lowp float Saturation;\n"
+"uniform mediump float Saturation;\n"
 "#endif\n"
 "#ifdef USEVIEWTINT\n"
-"uniform lowp vec4 ViewTintColor;\n"
+"uniform mediump vec4 ViewTintColor;\n"
 "#endif\n"
 "//uncomment these if you want to use them:\n"
 "uniform mediump vec4 UserVec1;\n"
 "uniform mediump vec2 PixelSize;\n"
 "void main(void)\n"
 "{\n"
-"      gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
+"      dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
 "#ifdef USEBLOOM\n"
-"      gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
+"      dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
 "#endif\n"
 "#ifdef USEVIEWTINT\n"
-"      gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
+"      dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
 "#endif\n"
 "\n"
 "#ifdef USEPOSTPROCESSING\n"
 "      // vec2 ts = textureSize(Texture_First, 0);\n"
 "      // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
 "      vec2 px = PixelSize;\n"
-"      vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-"      vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
-"      vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
-"      vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
-"      vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
-"      vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\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 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"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-"      gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\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(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\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, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
-"              gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
-"              gl_FragColor.r += rboost;\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"
-"              //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
-"              gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\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"
-"      gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
-"      gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
-"      gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\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"
 "\n"
 "#ifdef MODE_GENERIC\n"
 "#ifdef USEDIFFUSE\n"
-"varying mediump vec2 TexCoord1;\n"
+"dp_varying mediump vec2 TexCoord1;\n"
 "#endif\n"
 "#ifdef USESPECULAR\n"
-"varying mediump vec2 TexCoord2;\n"
+"dp_varying mediump vec2 TexCoord2;\n"
 "#endif\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEVIEWTINT\n"
-"      gl_FragColor = VertexColor;\n"
+"      dp_FragColor = VertexColor;\n"
 "#else\n"
-"      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
+"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
 "#endif\n"
 "#ifdef USEDIFFUSE\n"
-"      gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
+"      dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
 "#endif\n"
 "\n"
 "#ifdef USESPECULAR\n"
-"      vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
+"      vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
 "# ifdef USECOLORMAPPING\n"
-"      gl_FragColor *= tex2;\n"
+"      dp_FragColor *= tex2;\n"
 "# endif\n"
 "# ifdef USEGLOW\n"
-"      gl_FragColor += tex2;\n"
+"      dp_FragColor += tex2;\n"
 "# endif\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
+"      dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
 "# endif\n"
 "#endif\n"
 "}\n"
 "\n"
 "\n"
 "#ifdef MODE_BLOOMBLUR\n"
-"varying mediump vec2 TexCoord;\n"
+"dp_varying mediump vec2 TexCoord;\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "{\n"
 "      int i;\n"
 "      vec2 tc = TexCoord;\n"
-"      vec3 color = texture2D(Texture_First, tc).rgb;\n"
+"      vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
 "      tc += BloomBlur_Parameters.xy;\n"
 "      for (i = 1;i < SAMPLES;i++)\n"
 "      {\n"
-"              color += texture2D(Texture_First, tc).rgb;\n"
+"              color += dp_texture2D(Texture_First, tc).rgb;\n"
 "              tc += BloomBlur_Parameters.xy;\n"
 "      }\n"
-"      gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\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"
-"varying mediump vec2 TexCoord;\n"
-"varying highp vec4 ModelViewProjectionPosition;\n"
+"dp_varying mediump vec2 TexCoord;\n"
+"dp_varying highp vec4 ModelViewProjectionPosition;\n"
 "uniform highp mat4 TexMatrix;\n"
 "#ifdef VERTEX_SHADER\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 lowp vec4 RefractColor;\n"
-"uniform lowp vec4 ReflectColor;\n"
-"uniform mediump float ReflectFactor;\n"
-"uniform mediump float ReflectOffset;\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(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\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(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\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(myhalf3(normal))).xy * DistortScaleRefractReflect.xy;\n"
+"      #else\n"
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\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(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\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"
-"      gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
+"      dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_REFRACTION\n"
 "\n"
 "\n"
 "#ifdef MODE_WATER\n"
-"varying mediump vec2 TexCoord;\n"
-"varying highp vec3 EyeVector;\n"
-"varying highp vec4 ModelViewProjectionPosition;\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"
 "void main(void)\n"
 "{\n"
 "      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-"      vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\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"
 "uniform mediump vec4 DistortScaleRefractReflect;\n"
 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform lowp vec4 RefractColor;\n"
-"uniform lowp vec4 ReflectColor;\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"
 "void main(void)\n"
 "{\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\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 = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"              normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\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(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\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(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\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(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(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"
+"      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"
-"      gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\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"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
-"varying mediump vec2 TexCoord;\n"
+"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"varying mediump vec2 TexCoord2;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"varying mediump vec2 TexCoordLightmap;\n"
+"dp_varying mediump vec2 TexCoord2;\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
-"varying mediump vec3 CubeVector;\n"
+"dp_varying mediump vec3 CubeVector;\n"
 "#endif\n"
 "\n"
 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
-"varying mediump vec3 LightVector;\n"
+"dp_varying mediump vec3 LightVector;\n"
 "#endif\n"
 "\n"
 "#ifdef USEEYEVECTOR\n"
-"varying highp vec3 EyeVector;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"varying highp vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
+"dp_varying highp vec4 EyeVectorFogDepth;\n"
 "#endif\n"
 "\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"varying lowp vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying lowp vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying lowp vec3 VectorR; // direction of R texcoord (surface normal)\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"
-"varying highp vec4 ModelViewProjectionPosition;\n"
+"dp_varying highp vec4 ModelViewProjectionPosition;\n"
 "#endif\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
 "uniform highp vec3 LightPosition;\n"
-"varying highp vec4 ModelViewPosition;\n"
+"dp_varying highp vec4 ModelViewPosition;\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "uniform highp vec4 FogPlane;\n"
 "\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"varying mediump vec3 ShadowMapTC;\n"
+"dp_varying highp vec3 ShadowMapTC;\n"
 "#endif\n"
 "\n"
 "#ifdef USEBOUNCEGRID\n"
-"varying mediump vec3 BounceGridTexCoord;\n"
+"dp_varying highp vec3 BounceGridTexCoord;\n"
 "#endif\n"
 "\n"
 "\n"
 "uniform sampler2D Texture_ScreenSpecular;\n"
 "#endif\n"
 "\n"
-"uniform lowp vec3 Color_Pants;\n"
-"uniform lowp vec3 Color_Shirt;\n"
-"uniform lowp vec3 FogColor;\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 FogHeightFade;\n"
 "vec3 FogVertex(vec4 surfacecolor)\n"
 "{\n"
-"      vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
-"      float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\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 = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\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, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\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, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\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)\n"
+"uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
+"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
 "{\n"
+"      float i;\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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
-"      //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-"      vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+"      //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1), -1);\n"
+"      //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
+"      vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1), -1);\n"
 "      vec3 RT = vec3(TexCoord, 1);\n"
-"      OffsetVector *= 0.1;\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
+"      OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
+"      for(i = 1.0; i < OffsetMapping_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 < OffsetMapping_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(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
-"      vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
-"      OffsetVector *= 0.5;\n"
-"      TexCoord += OffsetVector * (1.0 - texture2D(Texture_Normal, TexCoord).a);\n"
-"      TexCoord += OffsetVector * (1.0 - texture2D(Texture_Normal, TexCoord).a);\n"
+"      //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * OffsetMapping_ScaleSteps.x) * vec2(-1, 1));\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
+"      vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * OffsetMapping_ScaleSteps.x * vec2(-1, 1));\n"
+"      OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
+"      for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
+"              TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
 "      return TexCoord;\n"
 "#endif\n"
 "}\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
 "      vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-"      vec4 proj = textureCube(Texture_CubeProjection, dir);\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"
 "\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"
+"#      define texval(x, y) dp_shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z))  \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"
+"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
 "#    endif\n"
 "#  else\n"
 "#    ifdef USESHADOWMAPPCF\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) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \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"
 "#      endif\n"
 "#     endif\n"
 "#    else\n"
-"      f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
+"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
 "#    endif\n"
 "#  endif\n"
 "#  ifdef USESHADOWMAPORTHO\n"
 "uniform highp mat4 ModelViewMatrix;\n"
 "void main(void)\n"
 "{\n"
-"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\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"
 "\n"
 "      // transform unnormalized eye direction into tangent space\n"
 "#ifdef USEOFFSETMAPPING\n"
-"      vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\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"
+"      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"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // apply offsetmapping\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\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 (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
+"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
 "              discard;\n"
 "#endif\n"
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = texture2D(Texture_Color, TexCoord).a;\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(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\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(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = texture2D(Texture_Gloss, TexCoord).a;\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"
-"      gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
+"      dp_FragColor = vec4(normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
 "      // calculate viewspace pixel position\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
 "      vec3 position;\n"
-"      position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\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 = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\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(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\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"
 "      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[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\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 = textureCube(Texture_Cube, CubeVector).rgb;\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"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
 "      VertexColor = Attrib_Color;\n"
 "#endif\n"
 "      // copy the surface texcoord\n"
-"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\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"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordLightmap = vec2(Attrib_TexCoord4);\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"
 "\n"
 "      // transform unnormalized eye direction into tangent space\n"
 "#ifdef USEEYEVECTOR\n"
-"      vec3 EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, Attrib_TexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, Attrib_TexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, Attrib_TexCoord3.xyz);\n"
-"#endif\n"
-"\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"
-"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, Attrib_Position);\n"
+"      EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
+"#else\n"
+"      EyeVectorFogDepth.w = 0.0;\n"
+"#endif\n"
 "#endif\n"
 "\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
-"      VectorS = Attrib_TexCoord1.xyz;\n"
-"      VectorT = Attrib_TexCoord2.xyz;\n"
-"      VectorR = Attrib_TexCoord3.xyz;\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 camera space, using ftransform to match non-VS rendering\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"
 "uniform mediump vec4 DistortScaleRefractReflect;\n"
 "uniform mediump vec4 ScreenScaleRefractReflect;\n"
 "uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform lowp vec4 ReflectColor;\n"
+"uniform mediump vec4 ReflectColor;\n"
 "#endif\n"
 "#ifdef USEREFLECTCUBE\n"
 "uniform highp mat4 ModelToReflectCube;\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"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // apply offsetmapping\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\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 = myhalf4(texture2D(Texture_Color, TexCoord));\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(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"      color.rgb += myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
 "#endif\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
+"#ifdef USEBOTHALPHAS\n"
+"      myhalf4 color2 = myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
+"      myhalf terrainblend = clamp(myhalf(VertexColor.a) * color.a, myhalf(1.0 - color2.a), myhalf(1.0));\n"
+"      color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
+"#else\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(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
+"      color.rgb = mix(myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
+"#endif\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(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\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(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\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(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"      myhalf4 glosstex = mix(myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
 "# else\n"
-"      myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
+"      myhalf4 glosstex = myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
 "# endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEREFLECTCUBE\n"
-"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\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(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
+"      diffusetex += myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
 "#endif\n"
 "\n"
 "\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(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\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(EyeVector)));\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"
 "      color.rgb = diffusetex * Color_Ambient;\n"
 "#endif\n"
 "      color.rgb *= LightColor;\n"
-"      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\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(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
 "# endif\n"
 "#endif // MODE_LIGHTSOURCE\n"
 "\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "#define SHADING\n"
 "      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-"      myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\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"
 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
 "#define SHADING\n"
 "      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"      myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\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"
 "#ifdef MODE_FAKELIGHT\n"
 "#define SHADING\n"
-"myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
+"myhalf3 lightnormal = myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
 "myhalf3 lightcolor = myhalf3(1.0);\n"
 "#endif // MODE_FAKELIGHT\n"
 "\n"
 "\n"
 "\n"
 "#ifdef MODE_LIGHTMAP\n"
-"      color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\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"
 "      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(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\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(EyeVector)));\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"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\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(texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
+"//    myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));\n"
+"//    myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
+"      myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
+"      myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
+"      myhalf4 bouncegrid_coeff5 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
+"      myhalf4 bouncegrid_coeff6 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
+"      myhalf4 bouncegrid_coeff7 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
+"      myhalf4 bouncegrid_coeff8 = 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(myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
+"      myhalf3 bouncegrid_dirn = max(myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
+"//    bouncegrid_dirp  = bouncegrid_dirn = myhalf3(1.0,1.0,1.0);\n"
+"      myhalf3 bouncegrid_light = 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 * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
+"#endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
+"      color.rgb += mix(myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
 "#else\n"
-"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
+"      color.rgb += myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
 "#endif\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(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\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(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.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(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
+"      #else\n"
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - 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(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\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(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
+"      color.rgb = mix(color.rgb, myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = vec4(color);\n"
+"      dp_FragColor = vec4(color);\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"