]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_hlsl.h
register the snd_streaming_length cvar
[xonotic/darkplaces.git] / shader_hlsl.h
index 74a02eef4ab69e705b2d8f01956caebdc4010ff8..4b6da04ed694702a5f0433cb26c2d8f03e4f920b 100644 (file)
@@ -10,7 +10,7 @@
 "#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"
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
 "#define USELIGHTMAP\n"
 "#endif\n"
 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
 "#endif\n"
 "#endif\n"
 "\n"
+"#ifdef VERTEX_SHADER\n"
+"#ifdef USETRIPPY\n"
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
+"// tweaked scale\n"
+"float4 TrippyVertex(float4 position)\n"
+"(\n"
+"uniform float ClientTime : register(c2)\n"
+")\n"
+"{\n"
+"      float worldTime = ClientTime;\n"
+"      // tweaked for Quake\n"
+"      worldTime *= 10.0;\n"
+"      position *= 0.125;\n"
+"      //~tweaked for Quake\n"
+"      float distanceSquared = (position.x * position.x + position.z * position.z);\n"
+"      position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
+"      float y = position.y;\n"
+"      float x = position.x;\n"
+"      float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
+"      position.y = x*sin(om)+y*cos(om);\n"
+"      position.x = x*cos(om)-y*sin(om);\n"
+"      return position;\n"
+"}\n"
+"#endif\n"
+"#endif\n"
+"\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
 "#ifdef VERTEX_SHADER\n"
 "void main\n"
@@ -38,6 +64,9 @@
 ")\n"
 "{\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "      Depth = gl_Position.z;\n"
 "}\n"
 "#endif\n"
 ")\n"
 "{\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "      gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
 "}\n"
 "#endif\n"
 "      TexCoord2 = gl_MultiTexCoord1.xy;\n"
 "#endif\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "#ifdef USESPECULAR\n"
 "uniform sampler Texture_Second : register(s1),\n"
 "#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler Texture_GammaRamps : register(s2),\n"
+"#endif\n"
 "out float4 gl_FragColor : COLOR\n"
 ")\n"
 "{\n"
 "      gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
 "# endif\n"
 "#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
+"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
+"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_GENERIC\n"
 "      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "{\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"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
 "#ifdef USEFOG\n"
-"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
+"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
 "{\n"
 "      float fogfrac;\n"
+"      float3 fc = FogColor;\n"
+"#ifdef USEFOGALPHAHACK\n"
+"      fc *= surfacecolor.a;\n"
+"#endif\n"
 "#ifdef USEFOGHEIGHTTEXTURE\n"
 "      float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
 "      fogfrac = fogheightpixel.a;\n"
-"      return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
+"      return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(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 lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
+"      return lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#endif\n"
 "}\n"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\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"
+"#else\n"
+"      #define ScaleSteps OffsetMapping_ScaleSteps\n"
+"#endif\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
 "      // 14 sample relief mapping: linear search and then binary search\n"
 "      // this basically steps forward a small amount repeatedly until it finds\n"
 "      // itself inside solid, then jitters forward and back using decreasing\n"
 "      // amounts to find the impact\n"
-"      //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
-"      //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
-"      float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
-"      float3 RT = float3(TexCoord, 1);\n"
-"      OffsetVector *= 0.1;\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
-"      RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\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(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"
+"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
+"              RT += OffsetVector * (step(tex2Dgrad(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"
-"      //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
-"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
-"      float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
-"      OffsetVector *= 0.5;\n"
-"      TexCoord += OffsetVector * (1.0 - tex2D(Texture_Normal, TexCoord).a);\n"
-"      TexCoord += OffsetVector * (1.0 - tex2D(Texture_Normal, TexCoord).a);\n"
+"      //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n"
+"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\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 - 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"
 "      VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
 "      VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "      VectorR.w = gl_Position.z;\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
 "#endif\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\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"
 "      float2 TexCoord = TexCoordBoth.xy;\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // apply offsetmapping\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\n"
+"      float2 dPdx = ddx(TexCoord);\n"
+"      float2 dPdy = ddy(TexCoord);\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"
 "#endif\n"
 "\n"
 "#ifdef USEALPHAKILL\n"
-"      if (tex2D(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 = tex2D(Texture_Color, TexCoord).a;\n"
+"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
 "      float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
 "      //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
 "      //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
 "#endif\n"
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
-"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
+"      float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
+"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
 "#else\n"
-"      float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
-"      float a = tex2D(Texture_Gloss, TexCoord).a;\n"
+"      float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n"
+"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
 "#endif\n"
 "\n"
 "#ifdef HLSL\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)), 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)), SpecularPower * normalmap.a));\n"
+"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
 "#  endif\n"
 "#endif\n"
 "\n"
 "(\n"
 "float4 gl_Vertex : POSITION,\n"
 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
+"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
 "float4 gl_Color : COLOR0,\n"
 "#endif\n"
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\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"
 "#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#endif\n"
+"#ifdef USETRIPPY\n"
+"      gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float OffsetMapping_Bias : register(c54),\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "#endif\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // apply offsetmapping\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\n"
+"      float2 dPdx = ddx(TexCoord);\n"
+"      float2 dPdy = ddy(TexCoord);\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"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
-"      half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
+"      half4 color = half4(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 += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
+"      color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n"
 "#endif\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
+"#ifdef USEBOTHALPHAS\n"
+"      half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n"
+"      half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n"
+"      color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n"
+"#else\n"
 "      half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
 "      //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
 "      //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
 "      color.a = 1.0;\n"
 "      //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
 "#endif\n"
+"#endif\n"
 "\n"
 "      // get the surface normal\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
+"      half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
 "#else\n"
-"      half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
+"      half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n"
 "#endif\n"
 "\n"
 "      // get the material colors\n"
 "      half3 diffusetex = color.rgb;\n"
 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
+"      half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n"
 "# else\n"
-"      half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
+"      half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n"
 "# endif\n"
 "#endif\n"
 "\n"
 "      float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
 "      float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
 "      float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
-"      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
+"      diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
 "#endif\n"
 "\n"
 "\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)), 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)), SpecularPower * glosstex.a));\n"
+"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
 "#endif\n"
 "      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
 "#endif\n"
 "\n"
 "\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-"      half3 lightnormal = half3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
+"      #define SHADING\n"
+"      #ifdef USEDIFFUSE\n"
+"              half3 lightnormal = half3(normalize(LightVector));\n"
+"      #endif\n"
+"      #define lightcolor LightColor\n"
 "#endif // MODE_LIGHTDIRECTION\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#define SHADING\n"
+"      #define SHADING\n"
 "      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\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"
 "      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
+"      #define SHADING\n"
 "      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
 "      half3 lightnormal = 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"
 "#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
+"      #define SHADING\n"
+"      // forced deluxemap on lightmapped/vertexlit surfaces\n"
+"      half3 lightnormal = half3(0.0, 0.0, 1.0);\n"
+"   #ifdef USELIGHTMAP\n"
+"              half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
+"   #else\n"
+"              half3 lightcolor = half3(gl_FrontColor.rgb);\n"
+"   #endif\n"
+"#endif\n"
 "#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"half3 lightnormal = half3(normalize(EyeVector));\n"
-"half3 lightcolor = half3(1.0,1.0,1.0);\n"
+"      #define SHADING\n"
+"      half3 lightnormal = half3(normalize(EyeVector));\n"
+"      half3 lightcolor = half3(1.0,1.0,1.0);\n"
 "#endif // MODE_FAKELIGHT\n"
 "\n"
 "\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)), 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)), SpecularPower * glosstex.a));\n"
+"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
 "#   endif\n"
 "      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
 "#  else\n"
 "\n"
 "#ifdef USEGLOW\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
+"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n"
 "#else\n"
-"      color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
+"      color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n"
 "#endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
-"      color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
+"      color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\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"
 "      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-"      float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
+"      float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
 "      // content.\n"