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[xonotic/darkplaces.git] / shader_hlsl.h
index 1016d0e199b7e664b8d39a0a2cd207efa5cf754b..20770d187a3f108f57737ec630042762ffb09831 100644 (file)
 "void main\n"
 "(\n"
 "float Depth : TEXCOORD0,\n"
-"out float4 gl_FragColor : COLOR\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "//    float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
 "      float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
 "      temp.yz -= floor(temp.yz);\n"
-"      gl_FragColor = temp;\n"
-"//    gl_FragColor = float4(Depth,0,0,0);\n"
+"      dp_FragColor = temp;\n"
+"//    dp_FragColor = float4(Depth,0,0,0);\n"
 "}\n"
 "#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
+"#else // !MODE_DEPTH_OR_SHADOW\n"
 "\n"
 "\n"
 "\n"
 "void main\n"
 "(\n"
 "float4 gl_FrontColor : COLOR0,\n"
-"out float4 gl_FragColor : COLOR\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
-"      gl_FragColor = gl_FrontColor;\n"
+"      dp_FragColor = gl_FrontColor;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_SHOWDEPTH\n"
 "uniform float ClientTime : register(c2),\n"
 "uniform float2 PixelSize : register(c25),\n"
 "uniform float4 BloomColorSubtract : register(c43),\n"
-"out float4 gl_FragColor : COLOR\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
-"      gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
+"      dp_FragColor = tex2D(Texture_First, TexCoord1);\n"
 "#ifdef USEBLOOM\n"
-"      gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
+"      dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
 "#endif\n"
 "#ifdef USEVIEWTINT\n"
-"      gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
+"      dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
 "#endif\n"
 "\n"
 "#ifdef USEPOSTPROCESSING\n"
 "      float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
 "      float py6 =  1.0 * dot(float3(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 += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-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) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-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) + float3(1,1,1)*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, float3(0.299, 0.587, 0.114));\n"
+"      float y = dot(dp_FragColor.rgb, float3(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 = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
-"              gl_FragColor.r += r;\n"
+"              float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
+"              dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n"
+"              dp_FragColor.r += r;\n"
 "      #else\n"
 "              // normal desaturation\n"
-"              //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
-"              gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
+"              //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n"
+"              dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n"
 "      #endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
-"      gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
-"      gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
-"      gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
+"      dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n"
+"      dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n"
+"      dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n"
 "#endif\n"
 "}\n"
 "#endif\n"
 "#ifdef USEGAMMARAMPS\n"
 "uniform sampler Texture_GammaRamps : register(s2),\n"
 "#endif\n"
-"out float4 gl_FragColor : COLOR\n"
+"uniform half Alpha : register(c0),\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "#ifdef USEVIEWTINT\n"
-"      gl_FragColor = gl_FrontColor;\n"
+"      dp_FragColor = gl_FrontColor;\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 *= tex2D(Texture_First, TexCoord1);\n"
+"# ifdef USEREFLECTCUBE\n"
+"      // suppress texture alpha\n"
+"      dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n"
+"# else\n"
+"      dp_FragColor *= tex2D(Texture_First, TexCoord1);\n"
+"# endif\n"
 "#endif\n"
 "\n"
 "#ifdef USESPECULAR\n"
 "      float4 tex2 = tex2D(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 = lerp(gl_FragColor, tex2, tex2.a);\n"
+"      dp_FragColor = lerp(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"
+"      dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
+"      dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
+"      dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
+"#endif\n"
+"#ifdef USEALPHAKILL\n"
+"      dp_FragColor.a *= Alpha;\n"
 "#endif\n"
 "}\n"
 "#endif\n"
 "float2 TexCoord : TEXCOORD0,\n"
 "uniform sampler Texture_First : register(s0),\n"
 "uniform float4 BloomBlur_Parameters : register(c1),\n"
-"out float4 gl_FragColor : COLOR\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "      int i;\n"
 "              color += tex2D(Texture_First, tc).rgb;\n"
 "              tc += BloomBlur_Parameters.xy;\n"
 "      }\n"
-"      gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
+"      dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_BLOOMBLUR\n"
 "(\n"
 "float4 gl_Vertex : POSITION,\n"
 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"float4 gl_Color : COLOR0,\n"
+"#endif\n"
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
 "uniform float4x4 TexMatrix : register(c0),\n"
 "uniform float3 EyePosition : register(c24),\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"out float4 gl_FrontColor : COLOR,\n"
+"#endif\n"
 "out float4 gl_Position : POSITION,\n"
 "out float2 TexCoord : TEXCOORD0,\n"
 "out float3 EyeVector : TEXCOORD1,\n"
 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
 ")\n"
 "{\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"      gl_FrontColor = gl_Color;\n"
+"#endif\n"
 "      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#ifdef FRAGMENT_SHADER\n"
 "void main\n"
 "(\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"float4 gl_FrontColor : COLOR,\n"
+"#endif\n"
 "float2 TexCoord : TEXCOORD0,\n"
 "float3 EyeVector : TEXCOORD1,\n"
 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
 "uniform float4 RefractColor : register(c29),\n"
-"out float4 gl_FragColor : COLOR\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "      float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
 "      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"      float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n"
+"      float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n"
+"#else\n"
+"      float2 distort = DistortScaleRefractReflect.xy;\n"
+"      float4 refractcolor = RefractColor;\n"
+"#endif\n"
+"      float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\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"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
+"      dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_REFRACTION\n"
 "(\n"
 "float4 gl_Vertex : POSITION,\n"
 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"float4 gl_Color : COLOR0,\n"
+"#endif\n"
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
 "uniform float4x4 TexMatrix : register(c0),\n"
 "uniform float3 EyePosition : register(c24),\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"out float4 gl_FrontColor : COLOR,\n"
+"#endif\n"
 "out float4 gl_Position : POSITION,\n"
 "out float2 TexCoord : TEXCOORD0,\n"
 "out float3 EyeVector : TEXCOORD1,\n"
 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
 ")\n"
 "{\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"      gl_FrontColor = gl_Color;\n"
+"#endif\n"
 "      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
 "      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#ifdef USETRIPPY\n"
 "#ifdef FRAGMENT_SHADER\n"
 "void main\n"
 "(\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"float4 gl_FrontColor : COLOR,\n"
+"#endif\n"
 "float2 TexCoord : TEXCOORD0,\n"
 "float3 EyeVector : TEXCOORD1,\n"
 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
 "uniform float4 ReflectColor : register(c26),\n"
 "uniform float ReflectFactor : register(c27),\n"
 "uniform float ReflectOffset : register(c28),\n"
-"out float4 gl_FragColor : COLOR\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"      float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n"
+"      float reflectoffset = ReflectOffset * gl_FrontColor.a;\n"
+"      float reflectfactor = ReflectFactor * gl_FrontColor.a;\n"
+"      float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n"
+"#else\n"
+"      float4 distort = DistortScaleRefractReflect;\n"
+"      float reflectoffset = ReflectOffset;\n"
+"      float reflectfactor = ReflectFactor;\n"
+"      float4 refractcolor = RefractColor;\n"
+"#endif\n"
+"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\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"
 "      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord.zw = lerp(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 = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
+"      dp_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_WATER\n"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
+"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
 "{\n"
 "      float i;\n"
 "      // distance-based LOD\n"
 "#ifdef USEOFFSETMAPPING_LOD\n"
-"      float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"      mediump vec4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
+"      //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
+"      //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
+"      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"
+"      float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
+"#else\n"
+"      float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
+"#endif\n"
+"      float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
+"      float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
 "#else\n"
 "      #define ScaleSteps OffsetMapping_ScaleSteps\n"
 "#endif\n"
 "      //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n"
 "      //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n"
 "      float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n"
-"      float3 RT = float3(TexCoord, 1);\n"
+"      float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
 "      OffsetVector *= ScaleSteps.z;\n"
 "      for(i = 1.0; i < ScaleSteps.y; ++i)\n"
 "              RT += OffsetVector *  step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
 "      float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n"
 "      OffsetVector *= ScaleSteps.z;\n"
 "      for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-"              TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
+"              TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
 "      return TexCoord;\n"
 "#endif\n"
 "}\n"
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
 "{\n"
 "      float3 adir = abs(dir);\n"
-"      float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+"      float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
 "      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-"      return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"      return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  else\n"
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
 "{\n"
 "      float3 adir = abs(dir);\n"
-"      float ma = adir.z;\n"
-"      float4 proj = float4(dir, 2.5);\n"
-"      if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
-"      if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
+"      float m; float4 proj;\n"
+"      if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n"
+"      if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n"
 "#ifdef HLSL\n"
-"      return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
+"      return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n"
 "#else\n"
-"      float2 aparams = ShadowMap_Parameters.xy / ma;\n"
-"      return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"      float2 mparams = ShadowMap_Parameters.xy / m;\n"
+"      return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
 "#endif\n"
 "}\n"
 "#  endif\n"
 "      // transform unnormalized eye direction into tangent space\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
 "#endif\n"
 "\n"
 "      VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
 "#ifdef USETRIPPY\n"
 "      gl_Position = TrippyVertex(gl_Position);\n"
 "#endif\n"
-"      VectorR.w = gl_Position.z;\n"
+"      VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
 "uniform float4 OffsetMapping_LodDistance : register(c53),\n"
+"uniform float OffsetMapping_Bias : register(c54),\n"
 "#endif\n"
 "uniform half SpecularPower : register(c36),\n"
-"#ifdef HLSL\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-"#else\n"
-"out float4 gl_FragColor : COLOR\n"
-"#endif\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "      float2 TexCoord = TexCoordBoth.xy;\n"
 "      // apply offsetmapping\n"
 "      float2 dPdx = ddx(TexCoord);\n"
 "      float2 dPdy = ddy(TexCoord);\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
+"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
 "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
 "#else\n"
 "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
 "      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
 "#endif\n"
 "\n"
-"#ifdef HLSL\n"
-"      gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
-"      float Depth = VectorR.w / 256.0;\n"
-"      float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
-"//    float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-"      depthcolor.yz -= floor(depthcolor.yz);\n"
-"      gl_FragData1 = depthcolor;\n"
-"#else\n"
-"      gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
-"#endif\n"
+"      float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
+"      dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
 "{\n"
 "      // calculate viewspace pixel position\n"
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
 "      float3 position;\n"
-"#ifdef HLSL\n"
-"      position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
-"#else\n"
-"      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
-"#endif\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"      // decode viewspace pixel normal\n"
+"      // get the geometry information (depth, normal, specular exponent)\n"
 "      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
-"      half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
+"      // decode viewspace pixel normal\n"
+"//    float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
+"      float3 surfacenormal = half3(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 = position in lightspace\n"
 "      // calculate directional shading\n"
 "      float3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 0.25 + SpecularPower * normalmap.a));\n"
+"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
 "#  else\n"
 "      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
 "      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
 "#ifdef USESHADOWMAPORTHO\n"
 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
 "#endif\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
 "out float4 gl_FrontColor : COLOR,\n"
 "#endif\n"
 "out float4 TexCoordBoth : TEXCOORD0,\n"
 "out float4 gl_Position : POSITION\n"
 ")\n"
 "{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
 "      gl_FrontColor = gl_Color;\n"
 "#endif\n"
 "      // copy the surface texcoord\n"
 "      // (we use unnormalized to ensure that it interpolates correctly and then\n"
 "      //  normalize it per pixel)\n"
 "      float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"      LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n"
 "# endif\n"
 "#endif\n"
 "\n"
 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"      LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n"
 "#endif\n"
 "\n"
 "      // transform unnormalized eye direction into tangent space\n"
 "#ifdef USEEYEVECTOR\n"
 "      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float OffsetMapping_Bias : register(c54),\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "#endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "\n"
-"out float4 gl_FragColor : COLOR\n"
+"out float4 dp_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "      float2 TexCoord = TexCoordBoth.xy;\n"
 "      // apply offsetmapping\n"
 "      float2 dPdx = ddx(TexCoord);\n"
 "      float2 dPdy = ddy(TexCoord);\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
+"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
 "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
 "#else\n"
 "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
 "      //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
 "#endif\n"
 "#endif\n"
+"#ifdef USEALPHAGENVERTEX\n"
+"      color.a *= gl_FrontColor.a;\n"
+"#endif\n"
 "\n"
 "      // get the surface normal\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
 "#ifdef USESPECULAR\n"
 "#ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 0.25 + SpecularPower * glosstex.a));\n"
+"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
 "#else\n"
 "      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
 "      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
 "      half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
 "      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
 "      // convert modelspace light vector to tangentspace\n"
-"      half3 lightnormal;\n"
-"      lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
-"      lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
-"      lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
+"      half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\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"
 "      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "#  ifdef USESPECULAR\n"
 "#   ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 0.25 + SpecularPower * glosstex.a));\n"
+"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
 "#   else\n"
 "      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
 "      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
 "      color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = float4(color);\n"
+"      dp_FragColor = float4(color);\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"