]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_hlsl.h
Reworked v_isometric code significantly, it now defaults to a proper isometric view...
[xonotic/darkplaces.git] / shader_hlsl.h
index 96566f2cee21d51e0f938dec1ace9a1e48ddd8d3..57df52d06b330b06a2fbb0822a919000258298a8 100644 (file)
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
-"#if defined(USEREFLECTION)\n"
-"#undef USESHADOWMAPORTHO\n"
-"#endif\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
-"#define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef HLSL\n"
-"//#undef USESHADOWMAPPCF\n"
-"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
-"#else\n"
-"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\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"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float Depth : TEXCOORD0\n"
-")\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"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float Depth : TEXCOORD0,\n"
-"out float4 gl_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"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 gl_FrontColor : COLOR0\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"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      gl_FragColor = gl_FrontColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"out float2 TexCoord2 : TEXCOORD1\n"
-")\n"
-"{\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-"      TexCoord2 = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform float Saturation : register(c30),\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform float4 ViewTintColor : register(c41),\n"
-"#endif\n"
-"uniform float4 UserVec1 : register(c37),\n"
-"uniform float4 UserVec2 : register(c38),\n"
-"uniform float4 UserVec3 : register(c39),\n"
-"uniform float4 UserVec4 : register(c40),\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"
-")\n"
-"{\n"
-"      gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-"      gl_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"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"      float sobel = 1.0;\n"
-"      // float2 ts = textureSize(Texture_First, 0);\n"
-"      // float2 px = float2(1/ts.x, 1/ts.y);\n"
-"      float2 px = PixelSize;\n"
-"      float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-"      float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
-"      float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-"      float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-"      float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
-"      float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-"      float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-"      float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
-"      float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-"      float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-"      float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
-"      float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-"      float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
-"      float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
-"      float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
-"      float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
-"      float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
-"      float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
-"      float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
-"      float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
-"      float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
-"      float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\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"
-"#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"
-"      // '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"
-"      #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"
-"      #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"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_Color : COLOR0,\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEDIFFUSE\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"out float2 TexCoord2 : TEXCOORD1,\n"
-"#endif\n"
-"out float4 gl_FrontColor : COLOR\n"
-")\n"
-"{\n"
-"      gl_FrontColor = gl_Color;\n"
-"#ifdef USEDIFFUSE\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\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 FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#endif\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"
-"#ifdef USEVIEWTINT\n"
-"      gl_FragColor = gl_FrontColor;\n"
-"#else\n"
-"      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-"      gl_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-"      gl_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\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"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0\n"
-")\n"
-"{\n"
-"      TexCoord = gl_MultiTexCoord0.xy;\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\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"
-")\n"
-"{\n"
-"      int i;\n"
-"      float2 tc = TexCoord;\n"
-"      float3 color = tex2D(Texture_First, tc).rgb;\n"
-"      tc += BloomBlur_Parameters.xy;\n"
-"      for (i = 1;i < SAMPLES;i++)\n"
-"      {\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"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
-")\n"
-"{\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"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\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"
-")\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"
-"      // 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(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"
-"      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"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\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"
-"      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"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\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"
-")\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"
-"      // 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(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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"
-"      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"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"#ifdef USEFOG\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 * 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(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, float4 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
-"{\n"
-"      float i;\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_ScaleSteps.x) * float2(-1, 1), -1);\n"
-"      //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n"
-"      float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1), -1);\n"
-"      float3 RT = float3(TexCoord, 1);\n"
-"      OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
-"      for(i = 1.0; i < OffsetMapping_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 < OffsetMapping_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_ScaleSteps.x) * float2(-1, 1));\n"
-"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n"
-"      float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_ScaleSteps.x * float2(-1, 1));\n"
-"      OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
-"      for(i = 0.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
-"              TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-"      return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"#  ifdef USESHADOWMAPVSDCT\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"
-"      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"
-"}\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"
-"#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"
-"#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"
-"#endif\n"
-"}\n"
-"#  endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
-"#else\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
-"#endif\n"
-"{\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
-"#endif\n"
-"      float f;\n"
-"\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"#    else\n"
-"      f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
-"#    endif\n"
-"#  else\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
-"#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
-"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
-"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
-"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
-"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
-"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
-"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
-"      float4 locols = float4(group1.ab, group3.ab);\n"
-"      float4 hicols = float4(group7.rg, group9.rg);\n"
-"      locols.yz += group2.ab;\n"
-"      hicols.yz += group8.rg;\n"
-"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
-"                              float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
-"                              lerp(locols, hicols, offset.y);\n"
-"      float4 cols = group5 + float4(group2.rg, group8.ab);\n"
-"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
-"      f = dot(cols, float4(1.0/25.0));\n"
-"#      else\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"#      endif\n"
-"#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
-"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"#      else\n"
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
-"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
-"#      endif\n"
-"#     endif\n"
-"#    else\n"
-"      f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#    endif\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\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"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USEOFFSETMAPPING\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
-")\n"
-"{\n"
-"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FrontColor = gl_Color;\n"
-"      TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
-"#endif\n"
-"\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"
-"#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"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"#ifdef USEALPHAKILL\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#endif\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float4 OffsetMapping_ScaleSteps : register(c24),\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"
-")\n"
-"{\n"
-"      float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      float2 dPdx = ddx(TexCoord);\n"
-"      float2 dPdy = ddy(TexCoord);\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, 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 (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
-"      float terrainblend = clamp(float(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, 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 = 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"
-"      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"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 ModelViewPosition : TEXCOORD0\n"
-")\n"
-"{\n"
-"      ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"uniform float4x4 ViewToLight : register(c44),\n"
-"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform float3 LightPosition : register(c23),\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredColor_Ambient : register(c9),\n"
-"uniform half3 DeferredColor_Diffuse : register(c10),\n"
-"#ifdef USESPECULAR\n"
-"uniform half3 DeferredColor_Specular : register(c11),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#endif\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-")\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"
-"      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
-"      half3 surfacenormal = half3(normalize(normalmap.rgb - half3(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"
-"      float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
-"      half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#ifdef USEDIFFUSE\n"
-"      // calculate diffuse shading\n"
-"      half3 lightnormal = half3(normalize(LightPosition - position));\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\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"
-"#  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"
-"#  endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-"      ));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-"      gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-"      gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-"      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData0.rgb *= cubecolor;\n"
-"      gl_FragData1.rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"\n"
-"uniform float3 EyePosition : register(c24),\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float4x4 ModelToLight : register(c20),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform float3 LightDir : register(c26),\n"
-"#endif\n"
-"uniform float4 FogPlane : register(c25),\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform float4x4 ShadowMapMatrix : register(c16),\n"
-"#endif\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"out float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
-"out float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"out float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"out float4 gl_Position : POSITION\n"
-")\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"      gl_FrontColor = gl_Color;\n"
-"#endif\n"
-"      // copy the surface texcoord\n"
-"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // transform vertex position into light attenuation/cubemap space\n"
-"      // (-1 to +1 across the light box)\n"
-"      CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-"      // transform unnormalized light direction into tangent space\n"
-"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
-"      //  normalize it per pixel)\n"
-"      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"
-"# 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"
-"#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"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"      VectorS = gl_MultiTexCoord1.xyz;\n"
-"      VectorT = gl_MultiTexCoord2.xyz;\n"
-"      VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-"      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"#endif\n"
-"float4 gl_FrontColor : COLOR,\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_Glow : register(s3),\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryColor : register(s5),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_SecondaryGlow : register(s7),\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler Texture_Pants : register(s4),\n"
-"uniform sampler Texture_Shirt : register(s7),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform sampler Texture_FogHeightTexture : register(s14),\n"
-"uniform sampler Texture_FogMask : register(s8),\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler Texture_Lightmap : register(s9),\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler Texture_Deluxemap : register(s10),\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
-"uniform sampler Texture_ScreenSpecular : register(s12),\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform half3 Color_Pants : register(c7),\n"
-"uniform half3 Color_Shirt : register(c8),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform float3 FogColor : register(c16),\n"
-"uniform float FogRangeRecip : register(c20),\n"
-"uniform float FogPlaneViewDist : register(c19),\n"
-"uniform float FogHeightFade : register(c17),\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredMod_Diffuse : register(c12),\n"
-"uniform half3 DeferredMod_Specular : register(c13),\n"
-"#endif\n"
-"uniform half3 Color_Ambient : register(c3),\n"
-"uniform half3 Color_Diffuse : register(c4),\n"
-"uniform half3 Color_Specular : register(c5),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#ifdef USEGLOW\n"
-"uniform half3 Color_Glow : register(c6),\n"
-"#endif\n"
-"uniform half Alpha : register(c0),\n"
-"#ifdef USEREFLECTION\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform half4 ReflectColor : register(c26),\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform float4x4 ModelToReflectCube : register(c48),\n"
-"uniform sampler Texture_ReflectMask : register(s5),\n"
-"uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float2 TexCoord2 = TexCoordBoth.zw;\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      float2 dPdx = ddx(TexCoord);\n"
-"      float2 dPdy = ddy(TexCoord);\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, 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(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(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.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\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, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
-"#else\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), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n"
-"# else\n"
-"      half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\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(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // light source\n"
-"#ifdef USEDIFFUSE\n"
-"      half3 lightnormal = half3(normalize(LightVector));\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\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"
-"#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"
-"#endif\n"
-"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-"      color.rgb *= LightColor;\n"
-"      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-"      ));\n"
-"\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-"      color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
-"# endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
-"#endif\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z);\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z);\n"
-"//    color.r = 1;\n"
-"//    color.rgb = abs(CubeVector);\n"
-"#endif\n"
-"//    color.rgb = half3(1,1,1);\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\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"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\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"
-"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"      #define SHADING\n"
-"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"      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"
-"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"\r
-"      #define SHADING\n"\r
-"      // forced deluxemap on lightmapped/vertexlit surfaces\n"\r
-"      half3 lightnormal = half3(0.0, 0.0, 1.0);\n"\r
-"   #ifdef USELIGHTMAP\n"\r
-"              half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"\r
-"   #else\n"\r
-"              half3 lightcolor = half3(gl_FrontColor.rgb);\n"\r
-"   #endif\n"\r
-"#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"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-"      color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-"      color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-"      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"
-"#   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"
-"#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"#  else\n"
-"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"#  endif\n"
-"# else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
-"//    color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
-"//    color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n"
-"#else\n"
-"      color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\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(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(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"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\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"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
+"// written by Forest 'LordHavoc' Hale\n",
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
+"\n",
+"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n",
+"#if defined(USEREFLECTION)\n",
+"#undef USESHADOWMAPORTHO\n",
+"#endif\n",
+"\n",
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
+"# define USEFOG\n",
+"#endif\n",
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
+"#define USELIGHTMAP\n",
+"#endif\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n",
+"#define USEEYEVECTOR\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef HLSL\n",
+"//#undef USESHADOWMAPPCF\n",
+"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n",
+"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n",
+"#else\n",
+"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\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\n",
+"(\n",
+"float4 position,\n",
+"float ClientTime\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",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"uniform float ClientTime : register(c2),\n",
+"out float4 gl_Position : POSITION,\n",
+"out float Depth : TEXCOORD0\n",
+")\n",
+"{\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
+"#endif\n",
+"      Depth = gl_Position.z;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float Depth : TEXCOORD0,\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",
+"      dp_FragColor = temp;\n",
+"//    dp_FragColor = float4(Depth,0,0,0);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_DEPTH_OR_SHADOW\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_POSTPROCESS\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord1 : TEXCOORD0\n",
+"#ifdef USEBLOOM\n",
+", out float2 TexCoord2 : TEXCOORD1\n",
+"#endif\n",
+")\n",
+"{\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n",
+"#ifdef USEBLOOM\n",
+"      TexCoord2 = gl_MultiTexCoord4.xy;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEFXAA\n",
+"// graphitemaster: based off the white paper by Timothy Lottes\n",
+"// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf\n",
+"float4 fxaa\n",
+"(\n",
+"      float4 inColor,\n",
+"      float maxspan,\n",
+"      float2 TexCoord1,\n",
+"      uniform sampler Texture_First,\n",
+"      uniform float2 PixelSize\n",
+")\n",
+"{\n",
+"      float4 ret = inColor; // preserve old\n",
+"      float mulreduct = 1.0/maxspan;\n",
+"      float minreduct = (1.0 / 128.0);\n",
+"\n",
+"      float3 NW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, -1.0) * PixelSize)).xyz;\n",
+"      float3 NE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, -1.0) * PixelSize)).xyz;\n",
+"      float3 SW = tex2D(Texture_First, TexCoord1 + (float2(-1.0, +1.0) * PixelSize)).xyz;\n",
+"      float3 SE = tex2D(Texture_First, TexCoord1 + (float2(+1.0, +1.0) * PixelSize)).xyz;\n",
+"      float3 M = tex2D(Texture_First, TexCoord1).xyz;\n",
+"\n",
+"      // luminance directions\n",
+"      float3 luma = float3(0.299, 0.587, 0.114);\n",
+"      float lNW = dot(NW, luma);\n",
+"      float lNE = dot(NE, luma);\n",
+"      float lSW = dot(SW, luma);\n",
+"      float lSE = dot(SE, luma);\n",
+"      float lM = dot(M, luma);\n",
+"      float lMin = min(lM, min(min(lNW, lNE), min(lSW, lSE)));\n",
+"      float lMax = max(lM, max(max(lNW, lNE), max(lSW, lSE)));\n",
+"\n",
+"      // direction and reciprocal\n",
+"      float2 dir = float2(-((lNW + lNE) - (lSW + lSE)), ((lNW + lSW) - (lNE + lSE)));\n",
+"      float rcp = 1.0/(min(abs(dir.x), abs(dir.y)) + max((lNW + lNE + lSW + lSE) * (0.25 * mulreduct), minreduct));\n",
+"\n",
+"      // span\n",
+"      dir = min(float2(maxspan, maxspan), max(float2(-maxspan, -maxspan), dir * rcp)) * PixelSize;\n",
+"\n",
+"      float3 rA = (1.0/2.0) * (\n",
+"              tex2D(Texture_First, TexCoord1 + dir * (1.0/3.0 - 0.5)).xyz +\n",
+"              tex2D(Texture_First, TexCoord1 + dir * (2.0/3.0 - 0.5)).xyz);\n",
+"      float3 rB = rA * (1.0/2.0) + (1.0/4.0) * (\n",
+"              tex2D(Texture_First, TexCoord1 + dir * (0.0/3.0 - 0.5)).xyz +\n",
+"              tex2D(Texture_First, TexCoord1 + dir * (3.0/3.0 - 0.5)).xyz);\n",
+"      float lB = dot(rB, luma);\n",
+"\n",
+"      ret.xyz = ((lB < lMin) || (lB > lMax)) ? rA : rB;\n",
+"      ret.a = 1.0;\n",
+"      return ret;\n",
+"}\n",
+"#endif\n",
+"\n",
+"void main\n",
+"(\n",
+"float2 TexCoord1 : TEXCOORD0,\n",
+"#ifdef USEBLOOM\n",
+"float2 TexCoord2 : TEXCOORD1,\n",
+"#endif\n",
+"uniform sampler Texture_First : register(s0),\n",
+"#ifdef USEBLOOM\n",
+"uniform sampler Texture_Second : register(s1),\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler Texture_GammaRamps : register(s2),\n",
+"#endif\n",
+"#ifdef USESATURATION\n",
+"uniform float Saturation : register(c30),\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"uniform float4 ViewTintColor : register(c41),\n",
+"#endif\n",
+"uniform float4 UserVec1 : register(c37),\n",
+"uniform float4 UserVec2 : register(c38),\n",
+"uniform float4 UserVec3 : register(c39),\n",
+"uniform float4 UserVec4 : register(c40),\n",
+"uniform float ClientTime : register(c2),\n",
+"uniform float2 PixelSize : register(c25),\n",
+"uniform float4 BloomColorSubtract : register(c43),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      dp_FragColor = tex2D(Texture_First, TexCoord1);\n",
+"\n",
+"#ifdef USEFXAA\n",
+"      dp_FragColor = fxaa(dp_FragColor, 8.0, TexCoord1, Texture_First, PixelSize); // 8.0 can be changed for larger span\n",
+"#endif\n",
+"\n",
+"#ifdef USEPOSTPROCESSING\n",
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
+"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
+"      float sobel = 1.0;\n",
+"      // float2 ts = textureSize(Texture_First, 0);\n",
+"      // float2 px = float2(1/ts.x, 1/ts.y);\n",
+"      float2 px = PixelSize;\n",
+"      float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n",
+"      float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n",
+"      float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n",
+"      float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n",
+"      float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n",
+"      float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n",
+"      float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n",
+"      float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n",
+"      float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n",
+"      float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n",
+"      float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n",
+"      float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n",
+"      float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n",
+"      float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n",
+"      float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n",
+"      float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n",
+"      float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n",
+"      float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n",
+"      float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n",
+"      float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n",
+"      float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n",
+"      float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\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",
+"      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",
+"#endif\n",
+"\n",
+"#ifdef USEBLOOM\n",
+"      dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
+"#ifdef USESATURATION\n",
+"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
+"      float y = dot(dp_FragColor.rgb, 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, (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",
+"              //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",
+"      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",
+"#else // !MODE_POSTPROCESS\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_GENERIC\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_Color : COLOR0,\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"uniform float ClientTime : register(c2),\n",
+"out float4 gl_Position : POSITION,\n",
+"#ifdef USEDIFFUSE\n",
+"out float2 TexCoord1 : TEXCOORD0,\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"out float2 TexCoord2 : TEXCOORD1,\n",
+"#endif\n",
+"out float4 gl_FrontColor : COLOR\n",
+")\n",
+"{\n",
+"      gl_FrontColor = gl_Color;\n",
+"#ifdef USEDIFFUSE\n",
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      TexCoord2 = gl_MultiTexCoord1.xy;\n",
+"#endif\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float4 gl_FrontColor : COLOR0,\n",
+"float2 TexCoord1 : TEXCOORD0,\n",
+"float2 TexCoord2 : TEXCOORD1,\n",
+"#ifdef USEDIFFUSE\n",
+"uniform sampler Texture_First : register(s0),\n",
+"#endif\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",
+"uniform half Alpha : register(c0),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = gl_FrontColor;\n",
+"#else\n",
+"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
+"#endif\n",
+"#ifdef USEDIFFUSE\n",
+"# ifdef USEREFLECTCUBE\n",
+"      // suppress texture alpha\n",
+"      dp_FragColor.rgb *= 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",
+"      dp_FragColor *= tex2;\n",
+"# endif\n",
+"# ifdef USEGLOW\n",
+"      dp_FragColor += tex2;\n",
+"# endif\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+"      dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n",
+"# endif\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\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",
+"#else // !MODE_GENERIC\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_BLOOMBLUR\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord : TEXCOORD0\n",
+")\n",
+"{\n",
+"      TexCoord = gl_MultiTexCoord0.xy;\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float2 TexCoord : TEXCOORD0,\n",
+"uniform sampler Texture_First : register(s0),\n",
+"uniform float4 BloomBlur_Parameters : register(c1),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      int i;\n",
+"      float2 tc = TexCoord;\n",
+"      float3 color = tex2D(Texture_First, tc).rgb;\n",
+"      tc += BloomBlur_Parameters.xy;\n",
+"      for (i = 1;i < SAMPLES;i++)\n",
+"      {\n",
+"              color += tex2D(Texture_First, tc).rgb;\n",
+"              tc += BloomBlur_Parameters.xy;\n",
+"      }\n",
+"      dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_BLOOMBLUR\n",
+"#ifdef MODE_REFRACTION\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\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",
+"uniform float ClientTime : register(c2),\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 USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\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 sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Refraction : register(s3),\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform float4 RefractColor : register(c29),\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",
+"#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",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float 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",
+"      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",
+"      dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_REFRACTION\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_WATER\n",
+"#ifdef VERTEX_SHADER\n",
+"\n",
+"void main\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",
+"uniform float ClientTime : register(c2),\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 = 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, ClientTime);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\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 sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Refraction : register(s3),\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform float4 RefractColor : register(c29),\n",
+"uniform float4 ReflectColor : register(c26),\n",
+"uniform float ReflectFactor : register(c27),\n",
+"uniform float ReflectOffset : register(c28),\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",
+"#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",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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",
+"      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",
+"      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",
+"\n",
+"\n",
+"\n",
+"\n",
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n",
+"\n",
+"// fragment shader specific:\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"#ifdef USEFOG\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 * 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(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, 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",
+"      //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",
+"#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) * 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) * 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",
+"#endif // USEOFFSETMAPPING\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"#if defined(USESHADOWMAP2D)\n",
+"# ifdef USESHADOWMAPORTHO\n",
+"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (max(float3(0.0, 0.0, 0.0), min(dir, ShadowMap_Parameters.xyz)))\n",
+"# else\n",
+"#  ifdef USESHADOWMAPVSDCT\n",
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n",
+"{\n",
+"      float3 adir = abs(dir);\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) * 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 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 / 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 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",
+"# endif\n",
+"#endif // defined(USESHADOWMAP2D)\n",
+"\n",
+"# ifdef USESHADOWMAP2D\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n",
+"#else\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float4 ShadowMap_TextureScale)\n",
+"#endif\n",
+"{\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection) + float3(ShadowMap_TextureScale.zw, 0.0f);\n",
+"#else\n",
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters) + float3(ShadowMap_TextureScale.zw, 0.0f);\n",
+"#endif\n",
+"      float f;\n",
+"\n",
+"#  ifdef USESHADOWSAMPLER\n",
+"#    ifdef USESHADOWMAPPCF\n",
+"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r  \n",
+"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy;\n",
+"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n",
+"#    else\n",
+"      f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale.xy, shadowmaptc.z, 1.0)).r;\n",
+"#    endif\n",
+"#  else\n",
+"#    ifdef USESHADOWMAPPCF\n",
+"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
+"#      ifdef GL_ARB_texture_gather\n",
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n",
+"#      else\n",
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy)\n",
+"#      endif\n",
+"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale.xy;\n",
+"#      if USESHADOWMAPPCF > 1\n",
+"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
+"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
+"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
+"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n",
+"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n",
+"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n",
+"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n",
+"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n",
+"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n",
+"      float4 locols = float4(group1.ab, group3.ab);\n",
+"      float4 hicols = float4(group7.rg, group9.rg);\n",
+"      locols.yz += group2.ab;\n",
+"      hicols.yz += group8.rg;\n",
+"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n",
+"                              float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n",
+"                              lerp(locols, hicols, offset.y);\n",
+"      float4 cols = group5 + float4(group2.rg, group8.ab);\n",
+"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n",
+"      f = dot(cols, float4(1.0/25.0));\n",
+"#      else\n",
+"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
+"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
+"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n",
+"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n",
+"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n",
+"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n",
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
+"#      endif\n",
+"#     else\n",
+"#      ifdef GL_EXT_gpu_shader4\n",
+"#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n",
+"#      else\n",
+"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale.xy).r  \n",
+"#      endif\n",
+"#      if USESHADOWMAPPCF > 1\n",
+"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n",
+"      center *= ShadowMap_TextureScale.xy;\n",
+"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
+"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
+"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
+"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n",
+"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n",
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
+"#      else\n",
+"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale.xy, offset = frac(shadowmaptc.xy);\n",
+"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
+"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
+"      float3 cols = row2 + lerp(row1, row3, offset.y);\n",
+"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n",
+"#      endif\n",
+"#     endif\n",
+"#    else\n",
+"      f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale.xy).r);\n",
+"#    endif\n",
+"#  endif\n",
+"#  ifdef USESHADOWMAPORTHO\n",
+"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n",
+"#  else\n",
+"      return f;\n",
+"#  endif\n",
+"}\n",
+"# endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\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",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n",
+"#endif\n",
+"uniform float4x4 ModelViewMatrix : register(c12),\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform float3 EyePosition : register(c24),\n",
+"#endif\n",
+"uniform float ClientTime : register(c2),\n",
+"out float4 gl_Position : POSITION,\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USEOFFSETMAPPING\n",
+"out float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n",
+")\n",
+"{\n",
+"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      gl_FrontColor = gl_Color;\n",
+"      TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n",
+"#endif\n",
+"\n",
+"      // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.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, ClientTime);\n",
+"#endif\n",
+"      VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float4 TexCoordBoth : TEXCOORD0,\n",
+"float3 EyeVector : TEXCOORD2,\n",
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"#ifdef USEALPHAKILL\n",
+"uniform sampler Texture_Color : register(s1),\n",
+"#endif\n",
+"uniform sampler Texture_Gloss : register(s2),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler Texture_SecondaryNormal : register(s4),\n",
+"uniform sampler Texture_SecondaryGloss : register(s6),\n",
+"#endif\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",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      float2 TexCoord = TexCoordBoth.xy;\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\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 (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
+"              discard;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
+"      float terrainblend = clamp(float(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, 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 = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n",
+"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
+"#endif\n",
+"\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",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"uniform float4x4 ModelViewMatrix : register(c12),\n",
+"out float4 gl_Position : POSITION,\n",
+"out float4 ModelViewPosition : TEXCOORD0\n",
+")\n",
+"{\n",
+"      ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef HLSL\n",
+"float2 Pixel : VPOS,\n",
+"#else\n",
+"float2 Pixel : WPOS,\n",
+"#endif\n",
+"float4 ModelViewPosition : TEXCOORD0,\n",
+"uniform float4x4 ViewToLight : register(c44),\n",
+"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n",
+"uniform float3 LightPosition : register(c23),\n",
+"uniform half2 PixelToScreenTexCoord : register(c42),\n",
+"uniform half3 DeferredColor_Ambient : register(c9),\n",
+"uniform half3 DeferredColor_Diffuse : register(c10),\n",
+"#ifdef USESPECULAR\n",
+"uniform half3 DeferredColor_Specular : register(c11),\n",
+"uniform half SpecularPower : register(c36),\n",
+"#endif\n",
+"uniform sampler Texture_Attenuation : register(s9),\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"\n",
+"#ifdef USECUBEFILTER\n",
+"uniform samplerCUBE Texture_Cube : register(s10),\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# else\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform float4 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_Parameters : register(c34),\n",
+"#endif\n",
+"\n",
+"out float4 gl_FragData0 : COLOR0,\n",
+"out float4 gl_FragData1 : COLOR1\n",
+")\n",
+"{\n",
+"      // calculate viewspace pixel position\n",
+"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n",
+"      float3 position;\n",
+"      // get the geometry information (depth, normal, specular exponent)\n",
+"      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\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",
+"      // eyevector = pixel to view in viewspace\n",
+"      float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n",
+"      half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
+"#ifdef USEDIFFUSE\n",
+"      // calculate diffuse shading\n",
+"      half3 lightnormal = half3(normalize(LightPosition - position));\n",
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"#endif\n",
+"#ifdef USESPECULAR\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)), 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",
+"#  endif\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+", Texture_CubeProjection\n",
+"#endif\n",
+"      ));\n",
+"#endif\n",
+"\n",
+"#ifdef USEDIFFUSE\n",
+"      gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"#else\n",
+"      gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n",
+"#else\n",
+"      gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n",
+"#endif\n",
+"\n",
+"# ifdef USECUBEFILTER\n",
+"      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n",
+"      gl_FragData0.rgb *= cubecolor;\n",
+"      gl_FragData1.rgb *= cubecolor;\n",
+"# endif\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDLIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n",
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
+"\n",
+"uniform float3 EyePosition : register(c24),\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform float4x4 ModelToLight : register(c20),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform float3 LightPosition : register(c27),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform float3 LightDir : register(c26),\n",
+"#endif\n",
+"uniform float4 FogPlane : register(c25),\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform float3 LightPosition : register(c27),\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"uniform float4x4 ShadowMapMatrix : register(c16),\n",
+"#endif\n",
+"uniform float ClientTime : register(c2),\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",
+"#ifdef USELIGHTMAP\n",
+"out float2 TexCoordLightmap : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef USEEYEVECTOR\n",
+"out float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"out float4 ModelViewProjectionPosition : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n",
+"out float3 LightVector : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"out float3 CubeVector : TEXCOORD3,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n",
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n",
+"#endif\n",
+"out float4 gl_Position : POSITION\n",
+")\n",
+"{\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",
+"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"      TexCoordLightmap = gl_MultiTexCoord4.xy;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // transform vertex position into light attenuation/cubemap space\n",
+"      // (-1 to +1 across the light box)\n",
+"      CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n",
+"\n",
+"# ifdef USEDIFFUSE\n",
+"      // transform unnormalized light direction into tangent space\n",
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n",
+"      //  normalize it per pixel)\n",
+"      float3 lightminusvertex = LightPosition - gl_Vertex.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 = 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 = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n",
+"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"      VectorS = gl_MultiTexCoord1.xyz;\n",
+"      VectorT = gl_MultiTexCoord2.xyz;\n",
+"      VectorR = gl_MultiTexCoord3.xyz;\n",
+"#endif\n",
+"\n",
+"      // transform vertex to camera space, using ftransform to match non-VS rendering\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#endif\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position, ClientTime);\n",
+"#endif\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"#ifdef HLSL\n",
+"float2 Pixel : VPOS,\n",
+"#else\n",
+"float2 Pixel : WPOS,\n",
+"#endif\n",
+"#endif\n",
+"float4 gl_FrontColor : COLOR,\n",
+"float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USELIGHTMAP\n",
+"float2 TexCoordLightmap : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef USEEYEVECTOR\n",
+"float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"float4 ModelViewProjectionPosition : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n",
+"float3 LightVector : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"float3 CubeVector : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"float4 ModelViewPosition : TEXCOORD0,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n",
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n",
+"#endif\n",
+"\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Color : register(s1),\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"uniform sampler Texture_Gloss : register(s2),\n",
+"#endif\n",
+"#ifdef USEGLOW\n",
+"uniform sampler Texture_Glow : register(s3),\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler Texture_SecondaryNormal : register(s4),\n",
+"uniform sampler Texture_SecondaryColor : register(s5),\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"uniform sampler Texture_SecondaryGloss : register(s6),\n",
+"#endif\n",
+"#ifdef USEGLOW\n",
+"uniform sampler Texture_SecondaryGlow : register(s7),\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform sampler Texture_Pants : register(s4),\n",
+"uniform sampler Texture_Shirt : register(s7),\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"uniform sampler Texture_FogHeightTexture : register(s14),\n",
+"uniform sampler Texture_FogMask : register(s8),\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"uniform sampler Texture_Lightmap : register(s9),\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
+"uniform sampler Texture_Deluxemap : register(s10),\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"#endif\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"uniform sampler Texture_ScreenDiffuse : register(s11),\n",
+"uniform sampler Texture_ScreenSpecular : register(s12),\n",
+"#endif\n",
+"\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform half3 Color_Pants : register(c7),\n",
+"uniform half3 Color_Shirt : register(c8),\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"uniform float3 FogColor : register(c16),\n",
+"uniform float FogRangeRecip : register(c20),\n",
+"uniform float FogPlaneViewDist : register(c19),\n",
+"uniform float FogHeightFade : register(c17),\n",
+"#endif\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",
+"uniform half2 PixelToScreenTexCoord : register(c42),\n",
+"uniform half3 DeferredMod_Diffuse : register(c12),\n",
+"uniform half3 DeferredMod_Specular : register(c13),\n",
+"#endif\n",
+"uniform half3 Color_Ambient : register(c3),\n",
+"uniform half3 Color_Diffuse : register(c4),\n",
+"uniform half3 Color_Specular : register(c5),\n",
+"uniform half SpecularPower : register(c36),\n",
+"#ifdef USEGLOW\n",
+"uniform half3 Color_Glow : register(c6),\n",
+"#endif\n",
+"uniform half Alpha : register(c0),\n",
+"#ifdef USEREFLECTION\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform half4 ReflectColor : register(c26),\n",
+"#endif\n",
+"#ifdef USEREFLECTCUBE\n",
+"uniform float4x4 ModelToReflectCube : register(c48),\n",
+"uniform sampler Texture_ReflectMask : register(s5),\n",
+"uniform samplerCUBE Texture_ReflectCube : register(s6),\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
+"uniform sampler Texture_Attenuation : register(s9),\n",
+"uniform samplerCUBE Texture_Cube : register(s10),\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# else\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform float4 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_Parameters : register(c34),\n",
+"#endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      float2 TexCoord = TexCoordBoth.xy;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      float2 TexCoord2 = TexCoordBoth.zw;\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\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(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(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.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n",
+"      color.a = 1.0;\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",
+"      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(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), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n",
+"# else\n",
+"      half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTCUBE\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(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // light source\n",
+"#ifdef USEDIFFUSE\n",
+"      half3 lightnormal = half3(normalize(LightVector));\n",
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\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)), 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",
+"#endif\n",
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
+"#endif\n",
+"#else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif\n",
+"      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+", Texture_CubeProjection\n",
+"#endif\n",
+"      ));\n",
+"\n",
+"#endif\n",
+"# ifdef USECUBEFILTER\n",
+"      color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n",
+"# endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n",
+"#else\n",
+"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n",
+"#endif\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n",
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy).rgb);\n",
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale.xy,1.0));\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
+"//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
+"//    color.r = half(shadowmaptc.z);\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale.xy));\n",
+"//    color.r = half(shadowmaptc.z);\n",
+"//    color.r = 1;\n",
+"//    color.rgb = abs(CubeVector);\n",
+"#endif\n",
+"//    color.rgb = half3(1,1,1);\n",
+"#endif // MODE_LIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"      #define SHADING\n",
+"      #ifdef USEDIFFUSE\n",
+"              half3 lightnormal = half3(normalize(LightVector));\n",
+"      #endif\n",
+"      #define lightcolor 1\n",
+"#endif // MODE_LIGHTDIRECTION\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"      #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
+"      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 = 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",
+"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
+"      // to map the luxels to coordinates on the draw surfaces), which also causes\n",
+"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
+"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
+"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
+"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
+"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
+"      #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
+"      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",
+"#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",
+"      #define lightcolor 1\n",
+"#endif // MODE_FAKELIGHT\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTMAP\n",
+"      color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n",
+"#endif // MODE_LIGHTMAP\n",
+"#ifdef MODE_VERTEXCOLOR\n",
+"      color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n",
+"#endif // MODE_VERTEXCOLOR\n",
+"#ifdef MODE_FLATCOLOR\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif // MODE_FLATCOLOR\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef SHADING\n",
+"# ifdef USEDIFFUSE\n",
+"      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)), 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",
+"#   endif\n",
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
+"#  else\n",
+"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
+"#  endif\n",
+"# else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n",
+"      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n",
+"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n",
+"//    color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n",
+"//    color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n",
+"#endif\n",
+"\n",
+"#ifdef USEGLOW\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n",
+"#else\n",
+"      color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\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(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(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",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+"      color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n",
+"#endif\n",
+"\n",
+"      dp_FragColor = float4(color);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n",
+"#endif // !MODE_DEFERREDGEOMETRY\n",
+"#endif // !MODE_WATER\n",
+"#endif // !MODE_REFRACTION\n",
+"#endif // !MODE_BLOOMBLUR\n",
+"#endif // !MODE_GENERIC\n",
+"#endif // !MODE_POSTPROCESS\n",
+"#endif // !MODE_DEPTH_OR_SHADOW\n",