]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/shaders/shaders.cpp
netradiant: strip 16-bit png to 8-bit, fix #153
[xonotic/netradiant.git] / plugins / shaders / shaders.cpp
index 202a817f6596d0497389be58db1b5dde9c6f1d70..14308bad3b10beb8a005cdfe677bb7b64e066d82 100644 (file)
@@ -1,40 +1,42 @@
 /*
-Copyright (c) 2001, Loki software, inc.
-All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification, 
-are permitted provided that the following conditions are met:
-
-Redistributions of source code must retain the above copyright notice, this list 
-of conditions and the following disclaimer.
-
-Redistributions in binary form must reproduce the above copyright notice, this
-list of conditions and the following disclaimer in the documentation and/or
-other materials provided with the distribution.
-
-Neither the name of Loki software nor the names of its contributors may be used 
-to endorse or promote products derived from this software without specific prior 
-written permission. 
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' 
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY 
-DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON 
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
-*/
+   Copyright (c) 2001, Loki software, inc.
+   All rights reserved.
+
+   Redistribution and use in source and binary forms, with or without modification,
+   are permitted provided that the following conditions are met:
+
+   Redistributions of source code must retain the above copyright notice, this list
+   of conditions and the following disclaimer.
+
+   Redistributions in binary form must reproduce the above copyright notice, this
+   list of conditions and the following disclaimer in the documentation and/or
+   other materials provided with the distribution.
+
+   Neither the name of Loki software nor the names of its contributors may be used
+   to endorse or promote products derived from this software without specific prior
+   written permission.
+
+   THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
+   AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+   IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+   DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
+   DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+   (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+   LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+   ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+   (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+   SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
 
 //
 // Shaders Manager Plugin
 //
-// Leonardo Zide (leo@lokigames.com)
+// Leonardo Zide ( leo@lokigames.com )
 //
 
+#include "defaults.h"
 #include "shaders.h"
+#include "globaldefs.h"
 
 #include <stdio.h>
 #include <stdlib.h>
@@ -48,7 +50,7 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "qerplugin.h"
 #include "irender.h"
 
-#include <glib/gslist.h>
+#include <glib.h>
 
 #include "debugging/debugging.h"
 #include "string/pooledstring.h"
@@ -75,159 +77,141 @@ bool g_enableDefaultShaders = true;
 ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
 bool g_useShaderList = true;
 _QERPlugImageTable* g_bitmapModule = 0;
-const char* g_texturePrefix = "textures/";
+const char* g_texturePrefix = DEFAULT_TEXTURE_DIRNAME;
 
 void ActiveShaders_IteratorBegin();
+
 bool ActiveShaders_IteratorAtEnd();
+
 IShader *ActiveShaders_IteratorCurrent();
+
 void ActiveShaders_IteratorIncrement();
-Callback g_ActiveShadersChangedNotify;
+
+Callback<void()> g_ActiveShadersChangedNotify;
 
 void FreeShaders();
-void LoadShaderFile (const char *filename);
-qtexture_t *Texture_ForName (const char *filename);
 
+void LoadShaderFile( const char *filename );
 
 /*!
-NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
-SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
-SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
-this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
-*/
-
-Image* loadBitmap(void* environment, const char* name)
-{
-  DirectoryArchiveFile file(name, name);
-  if(!file.failed())
-  {
-    return g_bitmapModule->loadImage(file);
-  }
-  return 0;
+   NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
+   SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
+   SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
+   this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
+ */
+
+Image* loadBitmap( void* environment, const char* name ){
+       DirectoryArchiveFile file( name, name );
+       if ( !file.failed() ) {
+               return g_bitmapModule->loadImage( file );
+       }
+       return 0;
 }
 
-inline byte* getPixel(byte* pixels, int width, int height, int x, int y)
-{
-  return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
+inline byte* getPixel( byte* pixels, int width, int height, int x, int y ){
+       return pixels + ( ( ( ( ( y + height ) % height ) * width ) + ( ( x + width ) % width ) ) * 4 );
 }
 
 class KernelElement
 {
 public:
-  int x, y;
-  float w;
+int x, y;
+float w;
 };
 
-Image& convertHeightmapToNormalmap(Image& heightmap, float scale)
-{
-  int w = heightmap.getWidth();
-  int h = heightmap.getHeight();
-  
-  Image& normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
-  
-  byte* in = heightmap.getRGBAPixels();
-  byte* out = normalmap.getRGBAPixels();
+Image& convertHeightmapToNormalmap( Image& heightmap, float scale ){
+       int w = heightmap.getWidth();
+       int h = heightmap.getHeight();
+
+       Image& normalmap = *( new RGBAImage( heightmap.getWidth(), heightmap.getHeight() ) );
+
+       byte* in = heightmap.getRGBAPixels();
+       byte* out = normalmap.getRGBAPixels();
 
 #if 1
-  // no filtering
-  const int kernelSize = 2;
-  KernelElement kernel_du[kernelSize] = {
-    {-1, 0,-0.5f },
-    { 1, 0, 0.5f }
-  };
-  KernelElement kernel_dv[kernelSize] = {
-    { 0, 1, 0.5f },
-    { 0,-1,-0.5f }
-  };
+       // no filtering
+       const int kernelSize = 2;
+       KernelElement kernel_du[kernelSize] = {
+               {-1, 0,-0.5f },
+               { 1, 0, 0.5f }
+       };
+       KernelElement kernel_dv[kernelSize] = {
+               { 0, 1, 0.5f },
+               { 0,-1,-0.5f }
+       };
 #else
-  // 3x3 Prewitt
-  const int kernelSize = 6;
-  KernelElement kernel_du[kernelSize] = {
-    {-1, 1,-1.0f },
-    {-1, 0,-1.0f },
-    {-1,-1,-1.0f },
-    { 1, 1, 1.0f },
-    { 1, 0, 1.0f },
-    { 1,-1, 1.0f }
-  };
-  KernelElement kernel_dv[kernelSize] = {
-    {-1, 1, 1.0f },
-    { 0, 1, 1.0f },
-    { 1, 1, 1.0f },
-    {-1,-1,-1.0f },
-    { 0,-1,-1.0f },
-    { 1,-1,-1.0f }
-  };
+       // 3x3 Prewitt
+       const int kernelSize = 6;
+       KernelElement kernel_du[kernelSize] = {
+               {-1, 1,-1.0f },
+               {-1, 0,-1.0f },
+               {-1,-1,-1.0f },
+               { 1, 1, 1.0f },
+               { 1, 0, 1.0f },
+               { 1,-1, 1.0f }
+       };
+       KernelElement kernel_dv[kernelSize] = {
+               {-1, 1, 1.0f },
+               { 0, 1, 1.0f },
+               { 1, 1, 1.0f },
+               {-1,-1,-1.0f },
+               { 0,-1,-1.0f },
+               { 1,-1,-1.0f }
+       };
 #endif
 
-  int x, y = 0;
-  while( y < h )
-  {
-    x = 0;
-    while( x < w )
-    {
-      float du = 0;
-      for(KernelElement* i = kernel_du; i != kernel_du + kernelSize; ++i)
-      {
-        du += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
-      }
-      float dv = 0;
-      for(KernelElement* i = kernel_dv; i != kernel_dv + kernelSize; ++i)
-      {
-        dv += (getPixel(in, w, h, x + (*i).x, y + (*i).y)[0] / 255.0) * (*i).w;
-      }
-
-      float nx = -du * scale;
-      float ny = -dv * scale;
-      float nz = 1.0;
-
-      // Normalize      
-      float norm = 1.0/sqrt(nx*nx + ny*ny + nz*nz);
-      out[0] = float_to_integer(((nx * norm) + 1) * 127.5);
-      out[1] = float_to_integer(((ny * norm) + 1) * 127.5);
-      out[2] = float_to_integer(((nz * norm) + 1) * 127.5);
-      out[3] = 255;
-     
-      x++;
-      out += 4;
-    }
-    
-    y++;
-  }
-  
-  return normalmap;
-}
-
-Image* loadHeightmap(void* environment, const char* name)
-{
-  Image* heightmap = GlobalTexturesCache().loadImage(name);
-  if(heightmap != 0)
-  {
-    Image& normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float*>(environment));
-    heightmap->release();
-    return &normalmap;
-  }
-  return 0;
+       int x, y = 0;
+       while ( y < h )
+       {
+               x = 0;
+               while ( x < w )
+               {
+                       float du = 0;
+                       for ( KernelElement* i = kernel_du; i != kernel_du + kernelSize; ++i )
+                       {
+                               du += ( getPixel( in, w, h, x + ( *i ).x, y + ( *i ).y )[0] / 255.0 ) * ( *i ).w;
+                       }
+                       float dv = 0;
+                       for ( KernelElement* i = kernel_dv; i != kernel_dv + kernelSize; ++i )
+                       {
+                               dv += ( getPixel( in, w, h, x + ( *i ).x, y + ( *i ).y )[0] / 255.0 ) * ( *i ).w;
+                       }
+
+                       float nx = -du * scale;
+                       float ny = -dv * scale;
+                       float nz = 1.0;
+
+                       // Normalize
+                       float norm = 1.0 / sqrt( nx * nx + ny * ny + nz * nz );
+                       out[0] = float_to_integer( ( ( nx * norm ) + 1 ) * 127.5 );
+                       out[1] = float_to_integer( ( ( ny * norm ) + 1 ) * 127.5 );
+                       out[2] = float_to_integer( ( ( nz * norm ) + 1 ) * 127.5 );
+                       out[3] = 255;
+
+                       x++;
+                       out += 4;
+               }
+
+               y++;
+       }
+
+       return normalmap;
 }
 
-
-Image* loadSpecial(void* environment, const char* name)
-{
-  if(*name == '_') // special image
-  {
-    StringOutputStream bitmapName(256);
-    bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
-    Image* image = loadBitmap(environment, bitmapName.c_str());
-    if(image != 0)
-    {
-      return image;
-    }
-  }
-  return GlobalTexturesCache().loadImage(name);
+Image* loadHeightmap( void* environment, const char* name ){
+       Image* heightmap = GlobalTexturesCache().loadImage( name );
+       if ( heightmap != 0 ) {
+               Image& normalmap = convertHeightmapToNormalmap( *heightmap, *reinterpret_cast<float*>( environment ) );
+               heightmap->release();
+               return &normalmap;
+       }
+       return 0;
 }
 
 class ShaderPoolContext
 {
 };
+
 typedef Static<StringPool, ShaderPoolContext> ShaderPool;
 typedef PooledString<ShaderPool> ShaderString;
 typedef ShaderString ShaderVariable;
@@ -240,51 +224,43 @@ typedef CopiedString TextureExpression;
 // we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
 //++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
 template<typename StringType>
-void parseTextureName(StringType& name, const char* token)
-{
-  StringOutputStream cleaned(256);
-  cleaned << PathCleaned(token);
-  name = CopiedString(StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
+void parseTextureName( StringType& name, const char* token ){
+       StringOutputStream cleaned( 256 );
+       cleaned << PathCleaned( token );
+       name = CopiedString( StringRange( cleaned.c_str(), path_get_filename_base_end( cleaned.c_str() ) ) ).c_str(); // remove extension
 }
 
-bool Tokeniser_parseTextureName(Tokeniser& tokeniser, TextureExpression& name)
-{
-  const char* token = tokeniser.getToken();
-  if(token == 0)
-  {
-    Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
-    return false;
-  }
-  parseTextureName(name, token);
-  return true;
+bool Tokeniser_parseTextureName( Tokeniser& tokeniser, TextureExpression& name ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#texture-name" );
+               return false;
+       }
+       parseTextureName( name, token );
+       return true;
 }
 
-bool Tokeniser_parseShaderName(Tokeniser& tokeniser, CopiedString& name)
-{
-  const char* token = tokeniser.getToken();
-  if(token == 0)
-  {
-    Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
-    return false;
-  }
-  parseTextureName(name, token);
-  return true;
+bool Tokeniser_parseShaderName( Tokeniser& tokeniser, CopiedString& name ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#shader-name" );
+               return false;
+       }
+       parseTextureName( name, token );
+       return true;
 }
 
-bool Tokeniser_parseString(Tokeniser& tokeniser, ShaderString& string)
-{
-  const char* token = tokeniser.getToken();
-  if(token == 0)
-  {
-    Tokeniser_unexpectedError(tokeniser, token, "#string");
-    return false;
-  }
-  string = token;
-  return true;
+bool Tokeniser_parseString( Tokeniser& tokeniser, ShaderString& string ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#string" );
+               return false;
+       }
+       string = token;
+       return true;
 }
 
 
-
 typedef std::list<ShaderVariable> ShaderParameters;
 typedef std::list<ShaderVariable> ShaderArguments;
 
@@ -292,473 +268,413 @@ typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
 
 class ShaderTemplate
 {
-  std::size_t m_refcount;
-  CopiedString m_Name;
+std::size_t m_refcount;
+CopiedString m_Name;
+CopiedString m_WadName;
 public:
 
-  ShaderParameters m_params;
-
-  TextureExpression m_textureName;
-  TextureExpression m_diffuse;
-  TextureExpression m_bump;
-  ShaderValue m_heightmapScale;
-  TextureExpression m_specular;
-  TextureExpression m_lightFalloffImage;
-
-  int m_nFlags;
-  float m_fTrans;
-
-  // alphafunc stuff
-  IShader::EAlphaFunc m_AlphaFunc;
-  float m_AlphaRef;
-  // cull stuff
-  IShader::ECull m_Cull;
-
-  ShaderTemplate() :
-    m_refcount(0)
-  {
-    m_nFlags = 0;
-    m_fTrans = 1.0f;
-  }
-
-  void IncRef()
-  {
-    ++m_refcount;
-  }
-  void DecRef() 
-  {
-    ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
-    if(--m_refcount == 0)
-    {
-      delete this;
-    }
-  }
-
-  std::size_t refcount()
-  {
-    return m_refcount;
-  }
-
-  const char* getName() const
-  {
-    return m_Name.c_str();
-  }
-  void setName(const char* name)
-  {
-    m_Name = name;
-  }
-
-  // -----------------------------------------
-
-  bool parseDoom3(Tokeniser& tokeniser);
-  bool parseQuake3(Tokeniser& tokeniser);
-  bool parseTemplate(Tokeniser& tokeniser);
-
-
-  void CreateDefault(const char *name)
-  {
-    if(g_enableDefaultShaders)
-    {
-      m_textureName = name;
-    }
-    else
-    {
-      m_textureName = "";
-    }
-    setName(name);
-  }
-
-
-  class MapLayerTemplate
-  {
-    TextureExpression m_texture;
-    BlendFuncExpression m_blendFunc;
-    bool m_clampToBorder;
-    ShaderValue m_alphaTest;
-  public:
-    MapLayerTemplate(const TextureExpression& texture, const BlendFuncExpression& blendFunc, bool clampToBorder, const ShaderValue& alphaTest) :
-      m_texture(texture),
-      m_blendFunc(blendFunc),
-      m_clampToBorder(false),
-      m_alphaTest(alphaTest)
-    {
-    }
-    const TextureExpression& texture() const
-    {
-      return m_texture;
-    }
-    const BlendFuncExpression& blendFunc() const
-    {
-      return m_blendFunc;
-    }
-    bool clampToBorder() const
-    {
-      return m_clampToBorder;
-    }
-    const ShaderValue& alphaTest() const
-    {
-      return m_alphaTest;
-    }
-  };
-  typedef std::vector<MapLayerTemplate> MapLayers;
-  MapLayers m_layers;
-};
+ShaderParameters m_params;
 
+TextureExpression m_textureName;
+TextureExpression m_diffuse;
+TextureExpression m_bump;
+ShaderValue m_heightmapScale;
+TextureExpression m_specular;
+TextureExpression m_lightFalloffImage;
 
-bool Doom3Shader_parseHeightmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
-{
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, heightmapScale));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
-  return true;
+int m_nFlags;
+float m_fTrans;
+
+// alphafunc stuff
+IShader::EAlphaFunc m_AlphaFunc;
+float m_AlphaRef;
+// cull stuff
+IShader::ECull m_Cull;
+
+ShaderTemplate() :
+       m_refcount( 0 ){
+       m_nFlags = 0;
+       m_fTrans = 1.0f;
 }
 
-bool Doom3Shader_parseAddnormals(Tokeniser& tokeniser, TextureExpression& bump)
-{
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, bump));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ","));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "heightmap"));
-  TextureExpression heightmapName;
-  ShaderValue heightmapScale;
-  RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, heightmapName, heightmapScale));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
-  return true;
-}
-
-bool Doom3Shader_parseBumpmap(Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale)
+void IncRef(){
+       ++m_refcount;
+}
+
+void DecRef(){
+       ASSERT_MESSAGE( m_refcount != 0, "shader reference-count going below zero" );
+       if ( --m_refcount == 0 ) {
+               delete this;
+       }
+}
+
+std::size_t refcount(){
+       return m_refcount;
+}
+
+const char* getName() const {
+       return m_Name.c_str();
+}
+
+void setName( const char* name ){
+       m_Name = name;
+}
+
+// -----------------------------------------
+
+bool parseDoom3( Tokeniser& tokeniser );
+
+bool parseQuake3( Tokeniser& tokeniser );
+
+bool parseTemplate( Tokeniser& tokeniser );
+
+
+void CreateDefault( const char *name ){
+       if ( g_enableDefaultShaders ) {
+               m_textureName = name;
+       }
+       else
+       {
+               m_textureName = "";
+       }
+       setName( name );
+}
+
+
+class MapLayerTemplate
 {
-  const char* token = tokeniser.getToken();
-  if(token == 0)
-  {
-    Tokeniser_unexpectedError(tokeniser, token, "#bumpmap");
-    return false;
-  }
-  if(string_equal(token, "heightmap"))
-  {
-    RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, bump, heightmapScale));
-  }
-  else if(string_equal(token, "addnormals"))
-  {
-    RETURN_FALSE_IF_FAIL(Doom3Shader_parseAddnormals(tokeniser, bump));
-  }
-  else
-  {
-    parseTextureName(bump, token);
-  }
-  return true;
+TextureExpression m_texture;
+BlendFuncExpression m_blendFunc;
+bool m_clampToBorder;
+ShaderValue m_alphaTest;
+public:
+MapLayerTemplate( const TextureExpression& texture, const BlendFuncExpression& blendFunc, bool clampToBorder, const ShaderValue& alphaTest ) :
+       m_texture( texture ),
+       m_blendFunc( blendFunc ),
+       m_clampToBorder( false ),
+       m_alphaTest( alphaTest ){
+}
+
+const TextureExpression& texture() const {
+       return m_texture;
+}
+
+const BlendFuncExpression& blendFunc() const {
+       return m_blendFunc;
+}
+
+bool clampToBorder() const {
+       return m_clampToBorder;
+}
+
+const ShaderValue& alphaTest() const {
+       return m_alphaTest;
+}
+};
+
+typedef std::vector<MapLayerTemplate> MapLayers;
+MapLayers m_layers;
+};
+
+
+bool Doom3Shader_parseHeightmap( Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale ){
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, bump ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "," ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseString( tokeniser, heightmapScale ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+       return true;
+}
+
+bool Doom3Shader_parseAddnormals( Tokeniser& tokeniser, TextureExpression& bump ){
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, bump ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "," ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "heightmap" ) );
+       TextureExpression heightmapName;
+       ShaderValue heightmapScale;
+       RETURN_FALSE_IF_FAIL( Doom3Shader_parseHeightmap( tokeniser, heightmapName, heightmapScale ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+       return true;
+}
+
+bool Doom3Shader_parseBumpmap( Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#bumpmap" );
+               return false;
+       }
+       if ( string_equal( token, "heightmap" ) ) {
+               RETURN_FALSE_IF_FAIL( Doom3Shader_parseHeightmap( tokeniser, bump, heightmapScale ) );
+       }
+       else if ( string_equal( token, "addnormals" ) ) {
+               RETURN_FALSE_IF_FAIL( Doom3Shader_parseAddnormals( tokeniser, bump ) );
+       }
+       else
+       {
+               parseTextureName( bump, token );
+       }
+       return true;
 }
 
 enum LayerTypeId
 {
-  LAYER_NONE,
-  LAYER_BLEND,
-  LAYER_DIFFUSEMAP,
-  LAYER_BUMPMAP,
-  LAYER_SPECULARMAP
+       LAYER_NONE,
+       LAYER_BLEND,
+       LAYER_DIFFUSEMAP,
+       LAYER_BUMPMAP,
+       LAYER_SPECULARMAP
 };
 
 class LayerTemplate
 {
 public:
-  LayerTypeId m_type;
-  TextureExpression m_texture;
-  BlendFuncExpression m_blendFunc;
-  bool m_clampToBorder;
-  ShaderValue m_alphaTest;
-  ShaderValue m_heightmapScale;
-
-  LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"), m_heightmapScale("0")
-  {
-  }
+LayerTypeId m_type;
+TextureExpression m_texture;
+BlendFuncExpression m_blendFunc;
+bool m_clampToBorder;
+ShaderValue m_alphaTest;
+ShaderValue m_heightmapScale;
+
+LayerTemplate() : m_type( LAYER_NONE ), m_blendFunc( "GL_ONE", "GL_ZERO" ), m_clampToBorder( false ), m_alphaTest( "-1" ), m_heightmapScale( "0" ){
+}
 };
 
-bool parseShaderParameters(Tokeniser& tokeniser, ShaderParameters& params)
-{
-  Tokeniser_parseToken(tokeniser, "(");
-  for(;;)
-  {
-    const char* param = tokeniser.getToken();
-    if(string_equal(param, ")"))
-    {
-      break;
-    }
-    params.push_back(param);
-    const char* comma = tokeniser.getToken();
-    if(string_equal(comma, ")"))
-    {
-      break;
-    }
-    if(!string_equal(comma, ","))
-    {
-      Tokeniser_unexpectedError(tokeniser, comma, ",");
-      return false;
-    }
-  }
-  return true;
-}
-
-bool ShaderTemplate::parseTemplate(Tokeniser& tokeniser)
-{
-  m_Name = tokeniser.getToken();
-  if(!parseShaderParameters(tokeniser, m_params))
-  {
-    globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
-    return false;
-  }
+bool parseShaderParameters( Tokeniser& tokeniser, ShaderParameters& params ){
+       Tokeniser_parseToken( tokeniser, "(" );
+       for (;; )
+       {
+               const char* param = tokeniser.getToken();
+               if ( string_equal( param, ")" ) ) {
+                       break;
+               }
+               params.push_back( param );
+               const char* comma = tokeniser.getToken();
+               if ( string_equal( comma, ")" ) ) {
+                       break;
+               }
+               if ( !string_equal( comma, "," ) ) {
+                       Tokeniser_unexpectedError( tokeniser, comma, "," );
+                       return false;
+               }
+       }
+       return true;
+}
+
+bool ShaderTemplate::parseTemplate( Tokeniser& tokeniser ){
+       m_Name = tokeniser.getToken();
+       if ( !parseShaderParameters( tokeniser, m_params ) ) {
+               globalErrorStream() << "shader template: " << makeQuoted( m_Name.c_str() ) << ": parameter parse failed\n";
+               return false;
+       }
 
-  return parseDoom3(tokeniser);
+       return parseDoom3( tokeniser );
 }
 
-bool ShaderTemplate::parseDoom3(Tokeniser& tokeniser)
-{
-  LayerTemplate currentLayer;
-  bool isFog = false;
-
-  // we need to read until we hit a balanced }
-  int depth = 0;
-  for(;;)
-  {
-    tokeniser.nextLine();
-    const char* token = tokeniser.getToken();
-
-    if(token == 0)
-      return false;
-
-    if(string_equal(token, "{"))
-    {
-      ++depth;
-      continue;
-    }
-    else if(string_equal(token, "}"))
-    {
-      --depth;
-      if(depth < 0) // error
-      {
-        return false;
-      }
-      if(depth == 0) // end of shader
-      {
-        break;
-      }
-      if(depth == 1) // end of layer
-      {
-        if(currentLayer.m_type == LAYER_DIFFUSEMAP)
-        {
-          m_diffuse = currentLayer.m_texture;
-        }
-        else if(currentLayer.m_type == LAYER_BUMPMAP)
-        {
-          m_bump = currentLayer.m_texture;
-        }
-        else if(currentLayer.m_type == LAYER_SPECULARMAP)
-        {
-          m_specular = currentLayer.m_texture;
-        }
-        else if(!string_empty(currentLayer.m_texture.c_str()))
-        {
-          m_layers.push_back(MapLayerTemplate(
-            currentLayer.m_texture.c_str(),
-            currentLayer.m_blendFunc,
-            currentLayer.m_clampToBorder,
-            currentLayer.m_alphaTest
-          ));
-        }
-        currentLayer.m_type = LAYER_NONE;
-        currentLayer.m_texture = "";
-      }
-      continue;
-    }
-
-    if(depth == 2) // in layer
-    {
-      if(string_equal_nocase(token, "blend"))
-      {
-        const char* blend = tokeniser.getToken();
-
-        if(blend == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, blend, "#blend");
-          return false;
-        }
-
-        if(string_equal_nocase(blend, "diffusemap"))
-        {
-          currentLayer.m_type = LAYER_DIFFUSEMAP;
-        }
-        else if(string_equal_nocase(blend, "bumpmap"))
-        {
-          currentLayer.m_type = LAYER_BUMPMAP;
-        }
-        else if(string_equal_nocase(blend, "specularmap"))
-        {
-          currentLayer.m_type = LAYER_SPECULARMAP;
-        }
-        else
-        {
-          currentLayer.m_blendFunc.first = blend;
-
-          const char* comma = tokeniser.getToken();
-
-          if(comma == 0)
-          {
-            Tokeniser_unexpectedError(tokeniser, comma, "#comma");
-            return false;
-          }
-
-          if(string_equal(comma, ","))
-          {
-            RETURN_FALSE_IF_FAIL(Tokeniser_parseString(tokeniser, currentLayer.m_blendFunc.second));
-          }
-          else
-          {
-            currentLayer.m_blendFunc.second = "";
-            tokeniser.ungetToken();
-          }
-        }
-      }
-      else if(string_equal_nocase(token, "map"))
-      {
-        if(currentLayer.m_type == LAYER_BUMPMAP)
-        {
-          RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale));
-        }
-        else
-        {
-          const char* map = tokeniser.getToken();
-
-          if(map == 0)
-          {
-            Tokeniser_unexpectedError(tokeniser, map, "#map");
-            return false;
-          }
-
-          if(string_equal(map, "makealpha"))
-          {
-            RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
-            const char* texture = tokeniser.getToken();
-            if(texture == 0)
-            {
-              Tokeniser_unexpectedError(tokeniser, texture, "#texture");
-              return false;
-            }
-            currentLayer.m_texture = texture;
-            RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")")); 
-          }
-          else
-          {
-            parseTextureName(currentLayer.m_texture, map);
-          }
-        }
-      }
-      else if(string_equal_nocase(token, "zeroclamp"))
-      {
-        currentLayer.m_clampToBorder = true;
-      }
+bool ShaderTemplate::parseDoom3( Tokeniser& tokeniser ){
+       LayerTemplate currentLayer;
+       bool isFog = false;
+
+       // we need to read until we hit a balanced }
+       int depth = 0;
+       for (;; )
+       {
+               tokeniser.nextLine();
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       return false;
+               }
+
+               if ( string_equal( token, "{" ) ) {
+                       ++depth;
+                       continue;
+               }
+               else if ( string_equal( token, "}" ) ) {
+                       --depth;
+                       if ( depth < 0 ) { // error
+                               return false;
+                       }
+                       if ( depth == 0 ) { // end of shader
+                               break;
+                       }
+                       if ( depth == 1 ) { // end of layer
+                               if ( currentLayer.m_type == LAYER_DIFFUSEMAP ) {
+                                       m_diffuse = currentLayer.m_texture;
+                               }
+                               else if ( currentLayer.m_type == LAYER_BUMPMAP ) {
+                                       m_bump = currentLayer.m_texture;
+                               }
+                               else if ( currentLayer.m_type == LAYER_SPECULARMAP ) {
+                                       m_specular = currentLayer.m_texture;
+                               }
+                               else if ( !string_empty( currentLayer.m_texture.c_str() ) ) {
+                                       m_layers.push_back( MapLayerTemplate(
+                                                                                       currentLayer.m_texture.c_str(),
+                                                                                       currentLayer.m_blendFunc,
+                                                                                       currentLayer.m_clampToBorder,
+                                                                                       currentLayer.m_alphaTest
+                                                                                       ) );
+                               }
+                               currentLayer.m_type = LAYER_NONE;
+                               currentLayer.m_texture = "";
+                       }
+                       continue;
+               }
+
+               if ( depth == 2 ) { // in layer
+                       if ( string_equal_nocase( token, "blend" ) ) {
+                               const char* blend = tokeniser.getToken();
+
+                               if ( blend == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, blend, "#blend" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( blend, "diffusemap" ) ) {
+                                       currentLayer.m_type = LAYER_DIFFUSEMAP;
+                               }
+                               else if ( string_equal_nocase( blend, "bumpmap" ) ) {
+                                       currentLayer.m_type = LAYER_BUMPMAP;
+                               }
+                               else if ( string_equal_nocase( blend, "specularmap" ) ) {
+                                       currentLayer.m_type = LAYER_SPECULARMAP;
+                               }
+                               else
+                               {
+                                       currentLayer.m_blendFunc.first = blend;
+
+                                       const char* comma = tokeniser.getToken();
+
+                                       if ( comma == 0 ) {
+                                               Tokeniser_unexpectedError( tokeniser, comma, "#comma" );
+                                               return false;
+                                       }
+
+                                       if ( string_equal( comma, "," ) ) {
+                                               RETURN_FALSE_IF_FAIL( Tokeniser_parseString( tokeniser, currentLayer.m_blendFunc.second ) );
+                                       }
+                                       else
+                                       {
+                                               currentLayer.m_blendFunc.second = "";
+                                               tokeniser.ungetToken();
+                                       }
+                               }
+                       }
+                       else if ( string_equal_nocase( token, "map" ) ) {
+                               if ( currentLayer.m_type == LAYER_BUMPMAP ) {
+                                       RETURN_FALSE_IF_FAIL( Doom3Shader_parseBumpmap( tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale ) );
+                               }
+                               else
+                               {
+                                       const char* map = tokeniser.getToken();
+
+                                       if ( map == 0 ) {
+                                               Tokeniser_unexpectedError( tokeniser, map, "#map" );
+                                               return false;
+                                       }
+
+                                       if ( string_equal( map, "makealpha" ) ) {
+                                               RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+                                               const char* texture = tokeniser.getToken();
+                                               if ( texture == 0 ) {
+                                                       Tokeniser_unexpectedError( tokeniser, texture, "#texture" );
+                                                       return false;
+                                               }
+                                               currentLayer.m_texture = texture;
+                                               RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+                                       }
+                                       else
+                                       {
+                                               parseTextureName( currentLayer.m_texture, map );
+                                       }
+                               }
+                       }
+                       else if ( string_equal_nocase( token, "zeroclamp" ) ) {
+                               currentLayer.m_clampToBorder = true;
+                       }
 #if 0
-      else if(string_equal_nocase(token, "alphaTest"))
-      {
-        Tokeniser_getFloat(tokeniser, currentLayer.m_alphaTest);
-      }
+                       else if ( string_equal_nocase( token, "alphaTest" ) ) {
+                               Tokeniser_getFloat( tokeniser, currentLayer.m_alphaTest );
+                       }
 #endif
-    }
-    else if(depth == 1)
-    {
-      if(string_equal_nocase(token, "qer_editorimage"))
-      {
-        RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
-      }
-      else if (string_equal_nocase(token, "qer_trans"))
-      {
-        m_fTrans = string_read_float(tokeniser.getToken());
-        m_nFlags |= QER_TRANS;
-      }
-      else if (string_equal_nocase(token, "translucent"))
-      {
-        m_fTrans = 1;
-        m_nFlags |= QER_TRANS;
-      }
-      else if (string_equal(token, "DECAL_MACRO"))
-      {
-        m_fTrans = 1;
-        m_nFlags |= QER_TRANS;
-      }
-      else if (string_equal_nocase(token, "bumpmap"))
-      {
-        RETURN_FALSE_IF_FAIL(Doom3Shader_parseBumpmap(tokeniser, m_bump, m_heightmapScale));
-      }
-      else if (string_equal_nocase(token, "diffusemap"))
-      {
-        RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_diffuse));
-      }
-      else if (string_equal_nocase(token, "specularmap"))
-      {
-        RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_specular));
-      }
-      else if (string_equal_nocase(token, "twosided"))
-      {
-        m_Cull = IShader::eCullNone;
-        m_nFlags |= QER_CULL;
-      }
-      else if (string_equal_nocase(token, "nodraw"))
-      {
-        m_nFlags |= QER_NODRAW;
-      }
-      else if (string_equal_nocase(token, "nonsolid"))
-      {
-        m_nFlags |= QER_NONSOLID;
-      }
-      else if (string_equal_nocase(token, "liquid"))
-      {
-        m_nFlags |= QER_WATER;
-      }
-      else if (string_equal_nocase(token, "areaportal"))
-      {
-        m_nFlags |= QER_AREAPORTAL;
-      }
-      else if (string_equal_nocase(token, "playerclip")
-        || string_equal_nocase(token, "monsterclip")
-        || string_equal_nocase(token, "ikclip")
-        || string_equal_nocase(token, "moveableclip"))
-      {
-        m_nFlags |= QER_CLIP;
-      }
-      if (string_equal_nocase(token, "fogLight"))
-      {
-        isFog = true;
-      }
-      else if (!isFog && string_equal_nocase(token, "lightFalloffImage"))
-      {
-        const char* lightFalloffImage = tokeniser.getToken();
-        if(lightFalloffImage == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, lightFalloffImage, "#lightFalloffImage");
-          return false;
-        }
-        if(string_equal_nocase(lightFalloffImage, "makeintensity"))
-        {
-          RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, "("));
-          TextureExpression name;
-          RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, name));
-          m_lightFalloffImage = name;
-          RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
-        }
-        else
-        {
-          m_lightFalloffImage = lightFalloffImage;
-        }
-      }
-    }
-  }
-
-  if(string_empty(m_textureName.c_str()))
-  {
-    m_textureName = m_diffuse;
-  }
-
-  return true;
+               }
+               else if ( depth == 1 ) {
+                       if ( string_equal_nocase( token, "qer_editorimage" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_textureName ) );
+                       }
+                       else if ( string_equal_nocase( token, "qer_trans" ) ) {
+                               m_fTrans = string_read_float( tokeniser.getToken() );
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal_nocase( token, "translucent" ) ) {
+                               m_fTrans = 1;
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal( token, "DECAL_MACRO" ) ) {
+                               m_fTrans = 1;
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal_nocase( token, "bumpmap" ) ) {
+                               RETURN_FALSE_IF_FAIL( Doom3Shader_parseBumpmap( tokeniser, m_bump, m_heightmapScale ) );
+                       }
+                       else if ( string_equal_nocase( token, "diffusemap" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_diffuse ) );
+                       }
+                       else if ( string_equal_nocase( token, "specularmap" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_specular ) );
+                       }
+                       else if ( string_equal_nocase( token, "twosided" ) ) {
+                               m_Cull = IShader::eCullNone;
+                               m_nFlags |= QER_CULL;
+                       }
+                       else if ( string_equal_nocase( token, "nodraw" ) ) {
+                               m_nFlags |= QER_NODRAW;
+                       }
+                       else if ( string_equal_nocase( token, "nonsolid" ) ) {
+                               m_nFlags |= QER_NONSOLID;
+                       }
+                       else if ( string_equal_nocase( token, "liquid" ) ) {
+                               m_nFlags |= QER_LIQUID;
+                       }
+                       else if ( string_equal_nocase( token, "areaportal" ) ) {
+                               m_nFlags |= QER_AREAPORTAL;
+                       }
+                       else if ( string_equal_nocase( token, "playerclip" )
+                                         || string_equal_nocase( token, "monsterclip" )
+                                         || string_equal_nocase( token, "ikclip" )
+                                         || string_equal_nocase( token, "moveableclip" ) ) {
+                               m_nFlags |= QER_CLIP;
+                       }
+                       if ( string_equal_nocase( token, "fogLight" ) ) {
+                               isFog = true;
+                       }
+                       else if ( !isFog && string_equal_nocase( token, "lightFalloffImage" ) ) {
+                               const char* lightFalloffImage = tokeniser.getToken();
+                               if ( lightFalloffImage == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, lightFalloffImage, "#lightFalloffImage" );
+                                       return false;
+                               }
+                               if ( string_equal_nocase( lightFalloffImage, "makeintensity" ) ) {
+                                       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+                                       TextureExpression name;
+                                       RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, name ) );
+                                       m_lightFalloffImage = name;
+                                       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+                               }
+                               else
+                               {
+                                       m_lightFalloffImage = lightFalloffImage;
+                               }
+                       }
+               }
+       }
+
+       if ( string_empty( m_textureName.c_str() ) ) {
+               m_textureName = m_diffuse;
+       }
+
+       return true;
 }
 
 typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
@@ -767,496 +683,442 @@ typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
 ShaderTemplateMap g_shaders;
 ShaderTemplateMap g_shaderTemplates;
 
-ShaderTemplate* findTemplate(const char* name)
-{
-  ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
-  if(i != g_shaderTemplates.end())
-  {
-    return (*i).second.get();
-  }
-  return 0;
+ShaderTemplate* findTemplate( const char* name ){
+       ShaderTemplateMap::iterator i = g_shaderTemplates.find( name );
+       if ( i != g_shaderTemplates.end() ) {
+               return ( *i ).second.get();
+       }
+       return 0;
 }
 
 class ShaderDefinition
 {
 public:
-  ShaderDefinition(ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename)
-    : shaderTemplate(shaderTemplate), args(args), filename(filename)
-  {
-  }
-  ShaderTemplate* shaderTemplate;
-  ShaderArguments args;
-  const char* filename;
+ShaderDefinition( ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename )
+       : shaderTemplate( shaderTemplate ), args( args ), filename( filename ){
+}
+
+ShaderTemplate* shaderTemplate;
+ShaderArguments args;
+const char* filename;
 };
 
 typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
 
 ShaderDefinitionMap g_shaderDefinitions;
 
-bool parseTemplateInstance(Tokeniser& tokeniser, const char* filename)
-{
-  CopiedString name;
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseShaderName(tokeniser, name));
-  const char* templateName = tokeniser.getToken();
-  ShaderTemplate* shaderTemplate = findTemplate(templateName);
-  if(shaderTemplate == 0)
-  {
-    globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": shader template not found: " << makeQuoted(templateName) << "\n";
-  }
-
-  ShaderArguments args;
-  if(!parseShaderParameters(tokeniser, args))
-  {
-    globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": argument parse failed\n";
-    return false;
-  }
-
-  if(shaderTemplate != 0)
-  {
-    if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate, args, filename))).second)
-    {
-      globalErrorStream() << "shader instance: " << makeQuoted(name.c_str()) << ": already exists, second definition ignored\n";
-    }
-  }
-  return true;
-}
-
-
-const char* evaluateShaderValue(const char* value, const ShaderParameters& params, const ShaderArguments& args)
-{
-  ShaderArguments::const_iterator j = args.begin();
-  for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
-  {
-    const char* other = (*i).c_str();
-    if(string_equal(value, other))
-    {
-      return (*j).c_str();
-    }
-  }
-  return value;
+bool parseTemplateInstance( Tokeniser& tokeniser, const char* filename ){
+       CopiedString name;
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseShaderName( tokeniser, name ) );
+       const char* templateName = tokeniser.getToken();
+       ShaderTemplate* shaderTemplate = findTemplate( templateName );
+       if ( shaderTemplate == 0 ) {
+               globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": shader template not found: " << makeQuoted( templateName ) << "\n";
+       }
+
+       ShaderArguments args;
+       if ( !parseShaderParameters( tokeniser, args ) ) {
+               globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": argument parse failed\n";
+               return false;
+       }
+
+       if ( shaderTemplate != 0 ) {
+               if ( !g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( name, ShaderDefinition( shaderTemplate, args, filename ) ) ).second ) {
+                       globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": already exists, second definition ignored\n";
+               }
+       }
+       return true;
+}
+
+
+const char* evaluateShaderValue( const char* value, const ShaderParameters& params, const ShaderArguments& args ){
+       ShaderArguments::const_iterator j = args.begin();
+       for ( ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j )
+       {
+               const char* other = ( *i ).c_str();
+               if ( string_equal( value, other ) ) {
+                       return ( *j ).c_str();
+               }
+       }
+       return value;
 }
 
 ///\todo BlendFunc parsing
-BlendFunc evaluateBlendFunc(const BlendFuncExpression& blendFunc, const ShaderParameters& params, const ShaderArguments& args)
-{
-  return BlendFunc(BLEND_ONE, BLEND_ZERO);
+BlendFunc evaluateBlendFunc( const BlendFuncExpression& blendFunc, const ShaderParameters& params, const ShaderArguments& args ){
+       return BlendFunc( BLEND_ONE, BLEND_ZERO );
 }
 
-qtexture_t* evaluateTexture(const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader())
-{
-  StringOutputStream result(64);
-  const char* expression = texture.c_str();
-  const char* end = expression + string_length(expression);
-  if(!string_empty(expression))
-  {
-    for(;;)
-    {
-      const char* best = end;
-      const char* bestParam = 0;
-      const char* bestArg = 0;
-      ShaderArguments::const_iterator j = args.begin();
-      for(ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j)
-      {
-        const char* found = strstr(expression, (*i).c_str());
-        if(found != 0 && found < best)
-        {
-          best = found;
-          bestParam = (*i).c_str();
-          bestArg = (*j).c_str();
-        }
-      }
-      if(best != end)
-      {
-        result << StringRange(expression, best);
-        result << PathCleaned(bestArg);
-        expression = best + string_length(bestParam);
-      }
-      else
-      {
-        break;
-      }
-    }
-    result << expression;
-  }
-  return GlobalTexturesCache().capture(loader, result.c_str());
-}
-
-float evaluateFloat(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
-{
-  const char* result = evaluateShaderValue(value.c_str(), params, args);
-  float f;
-  if(!string_parse_float(result, f))
-  {
-    globalErrorStream() << "parsing float value failed: " << makeQuoted(result) << "\n";
-  }
-  return f;
+qtexture_t* evaluateTexture( const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader() ){
+       StringOutputStream result( 64 );
+       const char* expression = texture.c_str();
+       const char* end = expression + string_length( expression );
+       if ( !string_empty( expression ) ) {
+               for (;; )
+               {
+                       const char* best = end;
+                       const char* bestParam = 0;
+                       const char* bestArg = 0;
+                       ShaderArguments::const_iterator j = args.begin();
+                       for ( ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j )
+                       {
+                               const char* found = strstr( expression, ( *i ).c_str() );
+                               if ( found != 0 && found < best ) {
+                                       best = found;
+                                       bestParam = ( *i ).c_str();
+                                       bestArg = ( *j ).c_str();
+                               }
+                       }
+                       if ( best != end ) {
+                               result << StringRange( expression, best );
+                               result << PathCleaned( bestArg );
+                               expression = best + string_length( bestParam );
+                       }
+                       else
+                       {
+                               break;
+                       }
+               }
+               result << expression;
+       }
+       return GlobalTexturesCache().capture( loader, result.c_str() );
 }
 
-BlendFactor evaluateBlendFactor(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
-{
-  const char* result = evaluateShaderValue(value.c_str(), params, args);
-
-  if(string_equal_nocase(result, "gl_zero"))
-  {
-    return BLEND_ZERO;
-  }
-  if(string_equal_nocase(result, "gl_one"))
-  {
-    return BLEND_ONE;
-  }
-  if(string_equal_nocase(result, "gl_src_color"))
-  {
-    return BLEND_SRC_COLOUR;
-  }
-  if(string_equal_nocase(result, "gl_one_minus_src_color"))
-  {
-    return BLEND_ONE_MINUS_SRC_COLOUR;
-  }
-  if(string_equal_nocase(result, "gl_src_alpha"))
-  {
-    return BLEND_SRC_ALPHA;
-  }
-  if(string_equal_nocase(result, "gl_one_minus_src_alpha"))
-  {
-    return BLEND_ONE_MINUS_SRC_ALPHA;
-  }
-  if(string_equal_nocase(result, "gl_dst_color"))
-  {
-    return BLEND_DST_COLOUR;
-  }
-  if(string_equal_nocase(result, "gl_one_minus_dst_color"))
-  {
-    return BLEND_ONE_MINUS_DST_COLOUR;
-  }
-  if(string_equal_nocase(result, "gl_dst_alpha"))
-  {
-    return BLEND_DST_ALPHA;
-  }
-  if(string_equal_nocase(result, "gl_one_minus_dst_alpha"))
-  {
-    return BLEND_ONE_MINUS_DST_ALPHA;
-  }
-  if(string_equal_nocase(result, "gl_src_alpha_saturate"))
-  {
-    return BLEND_SRC_ALPHA_SATURATE;
-  }
-
-  globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted(result) << "\n";
-  return BLEND_ZERO;
+float evaluateFloat( const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args ){
+       const char* result = evaluateShaderValue( value.c_str(), params, args );
+       float f;
+       if ( !string_parse_float( result, f ) ) {
+               globalErrorStream() << "parsing float value failed: " << makeQuoted( result ) << "\n";
+       }
+       return f;
+}
+
+BlendFactor evaluateBlendFactor( const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args ){
+       const char* result = evaluateShaderValue( value.c_str(), params, args );
+
+       if ( string_equal_nocase( result, "gl_zero" ) ) {
+               return BLEND_ZERO;
+       }
+       if ( string_equal_nocase( result, "gl_one" ) ) {
+               return BLEND_ONE;
+       }
+       if ( string_equal_nocase( result, "gl_src_color" ) ) {
+               return BLEND_SRC_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_src_color" ) ) {
+               return BLEND_ONE_MINUS_SRC_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_src_alpha" ) ) {
+               return BLEND_SRC_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_src_alpha" ) ) {
+               return BLEND_ONE_MINUS_SRC_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_dst_color" ) ) {
+               return BLEND_DST_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_dst_color" ) ) {
+               return BLEND_ONE_MINUS_DST_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_dst_alpha" ) ) {
+               return BLEND_DST_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_dst_alpha" ) ) {
+               return BLEND_ONE_MINUS_DST_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_src_alpha_saturate" ) ) {
+               return BLEND_SRC_ALPHA_SATURATE;
+       }
+
+       globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted( result ) << "\n";
+       return BLEND_ZERO;
 }
 
 class CShader : public IShader
 {
-  std::size_t m_refcount;
+std::size_t m_refcount;
+
+const ShaderTemplate& m_template;
+const ShaderArguments& m_args;
+const char* m_filename;
+// name is shader-name, otherwise texture-name ( if not a real shader )
+CopiedString m_Name;
+CopiedString m_WadName;
+
+qtexture_t* m_pTexture;
+qtexture_t* m_notfound;
+qtexture_t* m_pDiffuse;
+float m_heightmapScale;
+qtexture_t* m_pBump;
+qtexture_t* m_pSpecular;
+qtexture_t* m_pLightFalloffImage;
+BlendFunc m_blendFunc;
+
+bool m_bInUse;
+
+
+public:
+static bool m_lightingEnabled;
+
+CShader( const ShaderDefinition& definition ) :
+       m_refcount( 0 ),
+       m_template( *definition.shaderTemplate ),
+       m_args( definition.args ),
+       m_filename( definition.filename ),
+       m_blendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA ),
+       m_bInUse( false ){
+       m_pTexture = 0;
+       m_pDiffuse = 0;
+       m_pBump = 0;
+       m_pSpecular = 0;
+
+       m_notfound = 0;
+
+       realise();
+}
+
+virtual ~CShader(){
+       unrealise();
+
+       ASSERT_MESSAGE( m_refcount == 0, "deleting active shader" );
+}
+
+// IShaders implementation -----------------
+void IncRef(){
+       ++m_refcount;
+}
+
+void DecRef(){
+       ASSERT_MESSAGE( m_refcount != 0, "shader reference-count going below zero" );
+       if ( --m_refcount == 0 ) {
+               delete this;
+       }
+}
+
+std::size_t refcount(){
+       return m_refcount;
+}
+
+// get/set the qtexture_t* Radiant uses to represent this shader object
+qtexture_t* getTexture() const {
+       return m_pTexture;
+}
+
+qtexture_t* getDiffuse() const {
+       return m_pDiffuse;
+}
+
+qtexture_t* getBump() const {
+       return m_pBump;
+}
+
+qtexture_t* getSpecular() const {
+       return m_pSpecular;
+}
+
+// get shader name
+const char* getName() const {
+       return m_Name.c_str();
+}
+
+const char* getWadName() const {
+       return m_WadName.c_str();
+}
+
+bool IsInUse() const {
+       return m_bInUse;
+}
+
+void SetInUse( bool bInUse ){
+       m_bInUse = bInUse;
+       g_ActiveShadersChangedNotify();
+}
+
+// get the shader flags
+int getFlags() const {
+       return m_template.m_nFlags;
+}
+
+// get the transparency value
+float getTrans() const {
+       return m_template.m_fTrans;
+}
+
+// test if it's a true shader, or a default shader created to wrap around a texture
+bool IsDefault() const {
+       return string_empty( m_filename );
+}
 
-  const ShaderTemplate& m_template;
-  const ShaderArguments& m_args;
-  const char* m_filename;
-  // name is shader-name, otherwise texture-name (if not a real shader)
-  CopiedString m_Name;
+// get the alphaFunc
+void getAlphaFunc( EAlphaFunc *func, float *ref ) { *func = m_template.m_AlphaFunc; *ref = m_template.m_AlphaRef; };
+BlendFunc getBlendFunc() const {
+       return m_blendFunc;
+}
+
+// get the cull type
+ECull getCull(){
+       return m_template.m_Cull;
+};
+
+// get shader file name ( ie the file where this one is defined )
+const char* getShaderFileName() const {
+       return m_filename;
+}
+// -----------------------------------------
+
+void realise(){
+       m_pTexture = evaluateTexture( m_template.m_textureName, m_template.m_params, m_args );
+
+       if ( m_pTexture->texture_number == 0 ) {
+               m_notfound = m_pTexture;
+
+               {
+                       m_pTexture = GlobalTexturesCache().capture( IsDefault() ? DEFAULT_NOTEX_NAME : DEFAULT_SHADERNOTEX_NAME );
+               }
+       }
+
+       realiseLighting();
+}
+
+void unrealise(){
+       GlobalTexturesCache().release( m_pTexture );
+
+       if ( m_notfound != 0 ) {
+               GlobalTexturesCache().release( m_notfound );
+       }
+
+       unrealiseLighting();
+}
+
+void realiseLighting(){
+       if ( m_lightingEnabled ) {
+               LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
+               if ( !string_empty( m_template.m_heightmapScale.c_str() ) ) {
+                       m_heightmapScale = evaluateFloat( m_template.m_heightmapScale, m_template.m_params, m_args );
+                       loader = LoadImageCallback( &m_heightmapScale, loadHeightmap );
+               }
+               m_pDiffuse = evaluateTexture( m_template.m_diffuse, m_template.m_params, m_args );
+               m_pBump = evaluateTexture( m_template.m_bump, m_template.m_params, m_args, loader );
+               m_pSpecular = evaluateTexture( m_template.m_specular, m_template.m_params, m_args );
+               m_pLightFalloffImage = evaluateTexture( m_template.m_lightFalloffImage, m_template.m_params, m_args );
+
+               for ( ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin(); i != m_template.m_layers.end(); ++i )
+               {
+                       m_layers.push_back( evaluateLayer( *i, m_template.m_params, m_args ) );
+               }
+
+               if ( m_layers.size() == 1 ) {
+                       const BlendFuncExpression& blendFunc = m_template.m_layers.front().blendFunc();
+                       if ( !string_empty( blendFunc.second.c_str() ) ) {
+                               m_blendFunc = BlendFunc(
+                                       evaluateBlendFactor( blendFunc.first.c_str(), m_template.m_params, m_args ),
+                                       evaluateBlendFactor( blendFunc.second.c_str(), m_template.m_params, m_args )
+                                       );
+                       }
+                       else
+                       {
+                               const char* blend = evaluateShaderValue( blendFunc.first.c_str(), m_template.m_params, m_args );
+
+                               if ( string_equal_nocase( blend, "add" ) ) {
+                                       m_blendFunc = BlendFunc( BLEND_ONE, BLEND_ONE );
+                               }
+                               else if ( string_equal_nocase( blend, "filter" ) ) {
+                                       m_blendFunc = BlendFunc( BLEND_DST_COLOUR, BLEND_ZERO );
+                               }
+                               else if ( string_equal_nocase( blend, "blend" ) ) {
+                                       m_blendFunc = BlendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA );
+                               }
+                               else
+                               {
+                                       globalErrorStream() << "parsing blend value failed: " << makeQuoted( blend ) << "\n";
+                               }
+                       }
+               }
+       }
+}
+
+void unrealiseLighting(){
+       if ( m_lightingEnabled ) {
+               GlobalTexturesCache().release( m_pDiffuse );
+               GlobalTexturesCache().release( m_pBump );
+               GlobalTexturesCache().release( m_pSpecular );
+
+               GlobalTexturesCache().release( m_pLightFalloffImage );
+
+               for ( MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i )
+               {
+                       GlobalTexturesCache().release( ( *i ).texture() );
+               }
+               m_layers.clear();
 
-  qtexture_t* m_pTexture;
-  qtexture_t* m_notfound;
-  qtexture_t* m_pDiffuse;
-  float m_heightmapScale;
-  qtexture_t* m_pBump;
-  qtexture_t* m_pSpecular;
-  qtexture_t* m_pLightFalloffImage;
-  BlendFunc m_blendFunc;
+               m_blendFunc = BlendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA );
+       }
+}
 
-  bool m_bInUse;
+// set shader name
+void setName( const char* name ){
+       m_Name = name;
+}
 
+void setWadName( const char* name ){
+       m_WadName = name;
+}
 
+class MapLayer : public ShaderLayer
+{
+qtexture_t* m_texture;
+BlendFunc m_blendFunc;
+bool m_clampToBorder;
+float m_alphaTest;
 public:
-  static bool m_lightingEnabled;
-
-  CShader(const ShaderDefinition& definition) :
-    m_refcount(0),
-    m_template(*definition.shaderTemplate),
-    m_args(definition.args),
-    m_filename(definition.filename),
-    m_blendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA),
-    m_bInUse(false)
-  {
-    m_pTexture = 0;
-    m_pDiffuse = 0;
-    m_pBump = 0;
-    m_pSpecular = 0;
-
-    m_notfound = 0;
-
-    realise();
-  }
-  virtual ~CShader()
-  {
-    unrealise();
-
-    ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
-  }
-
-  // IShaders implementation -----------------
-  void IncRef()
-  {
-    ++m_refcount;
-  }
-  void DecRef() 
-  {
-    ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
-    if(--m_refcount == 0)
-    {
-      delete this;
-    }
-  }
-
-  std::size_t refcount()
-  {
-    return m_refcount;
-  }
-
-  // get/set the qtexture_t* Radiant uses to represent this shader object
-  qtexture_t* getTexture() const
-  {
-    return m_pTexture;
-  }
-  qtexture_t* getDiffuse() const
-  {
-    return m_pDiffuse;
-  }
-  qtexture_t* getBump() const
-  {
-    return m_pBump;
-  }
-  qtexture_t* getSpecular() const
-  {
-    return m_pSpecular;
-  }
-  // get shader name
-  const char* getName() const
-  {
-    return m_Name.c_str();
-  }
-  bool IsInUse() const
-  {
-    return m_bInUse;
-  }
-  void SetInUse(bool bInUse)
-  {
-    m_bInUse = bInUse;
-    g_ActiveShadersChangedNotify();
-  }
-  // get the shader flags
-  int getFlags() const
-  {
-    return m_template.m_nFlags;
-  }
-  // get the transparency value
-  float getTrans() const
-  {
-    return m_template.m_fTrans;
-  }
-  // test if it's a true shader, or a default shader created to wrap around a texture
-  bool IsDefault() const 
-  {
-    return string_empty(m_filename);
-  }
-  // get the alphaFunc
-  void getAlphaFunc(EAlphaFunc *func, float *ref) { *func = m_template.m_AlphaFunc; *ref = m_template.m_AlphaRef; };
-  BlendFunc getBlendFunc() const
-  {
-    return m_blendFunc;
-  }
-  // get the cull type
-  ECull getCull()
-  {
-    return m_template.m_Cull;
-  };
-  // get shader file name (ie the file where this one is defined)
-  const char* getShaderFileName() const
-  {
-    return m_filename;
-  }
-  // -----------------------------------------
-
-  void realise()
-  {
-    m_pTexture = evaluateTexture(m_template.m_textureName, m_template.m_params, m_args);
-
-    if(m_pTexture->texture_number == 0)
-    {
-      m_notfound = m_pTexture;
-
-      {
-        StringOutputStream name(256);
-        name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.bmp" : "shadernotex.bmp");
-        m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
-      }
-    }
-
-    realiseLighting();
-  }
-
-  void unrealise()
-  {
-    GlobalTexturesCache().release(m_pTexture);
-
-    if(m_notfound != 0)
-    {
-      GlobalTexturesCache().release(m_notfound);
-    }
-
-    unrealiseLighting();
-  }
-
-  void realiseLighting()
-  {
-    if(m_lightingEnabled)
-    {
-      LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
-      if(!string_empty(m_template.m_heightmapScale.c_str()))
-      {
-        m_heightmapScale = evaluateFloat(m_template.m_heightmapScale, m_template.m_params, m_args);
-        loader = LoadImageCallback(&m_heightmapScale, loadHeightmap);
-      }
-      m_pDiffuse = evaluateTexture(m_template.m_diffuse, m_template.m_params, m_args);
-      m_pBump = evaluateTexture(m_template.m_bump, m_template.m_params, m_args, loader);
-      m_pSpecular = evaluateTexture(m_template.m_specular, m_template.m_params, m_args);
-      m_pLightFalloffImage = evaluateTexture(m_template.m_lightFalloffImage, m_template.m_params, m_args);
-
-      for(ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin(); i != m_template.m_layers.end(); ++i)
-      {
-        m_layers.push_back(evaluateLayer(*i, m_template.m_params, m_args));
-      }
-
-      if(m_layers.size() == 1)
-      {
-        const BlendFuncExpression& blendFunc = m_template.m_layers.front().blendFunc();
-        if(!string_empty(blendFunc.second.c_str()))
-        {
-          m_blendFunc = BlendFunc(
-            evaluateBlendFactor(blendFunc.first.c_str(), m_template.m_params, m_args),
-            evaluateBlendFactor(blendFunc.second.c_str(), m_template.m_params, m_args)
-          );
-        }
-        else
-        {
-          const char* blend = evaluateShaderValue(blendFunc.first.c_str(), m_template.m_params, m_args);
-
-          if(string_equal_nocase(blend, "add"))
-          {
-            m_blendFunc = BlendFunc(BLEND_ONE, BLEND_ONE);
-          }
-          else if(string_equal_nocase(blend, "filter"))
-          {
-            m_blendFunc = BlendFunc(BLEND_DST_COLOUR, BLEND_ZERO);
-          }
-          else if(string_equal_nocase(blend, "blend"))
-          {
-            m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
-          }
-          else
-          {
-            globalErrorStream() << "parsing blend value failed: " << makeQuoted(blend) << "\n";
-          }
-        }
-      }
-    }
-  }
-
-  void unrealiseLighting()
-  {
-    if(m_lightingEnabled)
-    {
-      GlobalTexturesCache().release(m_pDiffuse);
-      GlobalTexturesCache().release(m_pBump);
-      GlobalTexturesCache().release(m_pSpecular);
-
-      GlobalTexturesCache().release(m_pLightFalloffImage);
-
-      for(MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i)
-      {
-        GlobalTexturesCache().release((*i).texture());
-      }
-      m_layers.clear();
-
-      m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
-    }
-  }
-
-  // set shader name
-  void setName(const char* name)
-  {
-    m_Name = name;
-  }
-
-  class MapLayer : public ShaderLayer
-  {
-    qtexture_t* m_texture;
-    BlendFunc m_blendFunc;
-    bool m_clampToBorder;
-    float m_alphaTest;
-  public:
-    MapLayer(qtexture_t* texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest) :
-      m_texture(texture),
-      m_blendFunc(blendFunc),
-      m_clampToBorder(false),
-      m_alphaTest(alphaTest)
-    {
-    }
-    qtexture_t* texture() const
-    {
-      return m_texture;
-    }
-    BlendFunc blendFunc() const
-    {
-      return m_blendFunc;
-    }
-    bool clampToBorder() const
-    {
-      return m_clampToBorder;
-    }
-    float alphaTest() const
-    {
-      return m_alphaTest;
-    }
-  };
-
-  static MapLayer evaluateLayer(const ShaderTemplate::MapLayerTemplate& layerTemplate, const ShaderParameters& params, const ShaderArguments& args)
-  {
-    return MapLayer(
-      evaluateTexture(layerTemplate.texture(), params, args),
-      evaluateBlendFunc(layerTemplate.blendFunc(), params, args),
-      layerTemplate.clampToBorder(),
-      evaluateFloat(layerTemplate.alphaTest(), params, args)
-    );
-  }
-
-  typedef std::vector<MapLayer> MapLayers;
-  MapLayers m_layers;
-
-  const ShaderLayer* firstLayer() const
-  {
-    if(m_layers.empty())
-    {
-      return 0;
-    }
-    return &m_layers.front();
-  }
-  void forEachLayer(const ShaderLayerCallback& callback) const
-  {
-    for(MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i)
-    {
-      callback(*i);
-    }
-  }
-
-  qtexture_t* lightFalloffImage() const
-  {
-    if(!string_empty(m_template.m_lightFalloffImage.c_str()))
-    {
-      return m_pLightFalloffImage;
-    }
-    return 0;
-  }
+MapLayer( qtexture_t* texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest ) :
+       m_texture( texture ),
+       m_blendFunc( blendFunc ),
+       m_clampToBorder( false ),
+       m_alphaTest( alphaTest ){
+}
+
+qtexture_t* texture() const {
+       return m_texture;
+}
+
+BlendFunc blendFunc() const {
+       return m_blendFunc;
+}
+
+bool clampToBorder() const {
+       return m_clampToBorder;
+}
+
+float alphaTest() const {
+       return m_alphaTest;
+}
+};
+
+static MapLayer evaluateLayer( const ShaderTemplate::MapLayerTemplate& layerTemplate, const ShaderParameters& params, const ShaderArguments& args ){
+       return MapLayer(
+                       evaluateTexture( layerTemplate.texture(), params, args ),
+                       evaluateBlendFunc( layerTemplate.blendFunc(), params, args ),
+                       layerTemplate.clampToBorder(),
+                       evaluateFloat( layerTemplate.alphaTest(), params, args )
+                       );
+}
+
+typedef std::vector<MapLayer> MapLayers;
+MapLayers m_layers;
+
+const ShaderLayer* firstLayer() const {
+       if ( m_layers.empty() ) {
+               return 0;
+       }
+       return &m_layers.front();
+}
+
+qtexture_t* lightFalloffImage() const {
+       if ( !string_empty( m_template.m_lightFalloffImage.c_str() ) ) {
+               return m_pLightFalloffImage;
+       }
+       return 0;
+}
 };
 
 bool CShader::m_lightingEnabled = false;
@@ -1268,817 +1130,701 @@ shaders_t g_ActiveShaders;
 
 static shaders_t::iterator g_ActiveShadersIterator;
 
-void ActiveShaders_IteratorBegin()
-{
-  g_ActiveShadersIterator = g_ActiveShaders.begin();
+void ActiveShaders_IteratorBegin(){
+       g_ActiveShadersIterator = g_ActiveShaders.begin();
 }
 
-bool ActiveShaders_IteratorAtEnd()
-{
-  return g_ActiveShadersIterator == g_ActiveShaders.end();
+bool ActiveShaders_IteratorAtEnd(){
+       return g_ActiveShadersIterator == g_ActiveShaders.end();
 }
 
-IShader *ActiveShaders_IteratorCurrent()
-{
-  return static_cast<CShader*>(g_ActiveShadersIterator->second);
+IShader *ActiveShaders_IteratorCurrent(){
+       return static_cast<CShader*>( g_ActiveShadersIterator->second );
 }
 
-void ActiveShaders_IteratorIncrement()
-{
-  ++g_ActiveShadersIterator;
+void ActiveShaders_IteratorIncrement(){
+       ++g_ActiveShadersIterator;
 }
 
-void debug_check_shaders(shaders_t& shaders)
-{
-  for(shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i)
-  {
-    ASSERT_MESSAGE(i->second->refcount() == 1, "orphan shader still referenced");
-  }
+void debug_check_shaders( shaders_t& shaders ){
+       for ( shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i )
+       {
+               ASSERT_MESSAGE( i->second->refcount() == 1, "orphan shader still referenced" );
+       }
 }
 
 // will free all GL binded qtextures and shaders
 // NOTE: doesn't make much sense out of Radiant exit or called during a reload
-void FreeShaders()
-{
-  // reload shaders
-  // empty the actives shaders list
-  debug_check_shaders(g_ActiveShaders);
-  g_ActiveShaders.clear();
-  g_shaders.clear();
-  g_shaderTemplates.clear();
-  g_shaderDefinitions.clear();
-  g_ActiveShadersChangedNotify();
+void FreeShaders(){
+       // reload shaders
+       // empty the actives shaders list
+       debug_check_shaders( g_ActiveShaders );
+       g_ActiveShaders.clear();
+       g_shaders.clear();
+       g_shaderTemplates.clear();
+       g_shaderDefinitions.clear();
+       g_ActiveShadersChangedNotify();
 }
 
-bool ShaderTemplate::parseQuake3(Tokeniser& tokeniser)
-{
-  // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
-  m_textureName = m_Name.c_str();
-
-  tokeniser.nextLine();
-
-  // we need to read until we hit a balanced }
-  int depth = 0;
-  for(;;)
-  {
-    tokeniser.nextLine();
-    const char* token = tokeniser.getToken();
-
-    if(token == 0)
-      return false;
-
-    if(string_equal(token, "{"))
-    {
-      ++depth;
-      continue;
-    }
-    else if(string_equal(token, "}"))
-    {
-      --depth;
-      if(depth < 0) // underflow
-      {
-        return false;
-      }
-      if(depth == 0) // end of shader
-      {
-        break;
-      }
-
-      continue;
-    }
-
-    if(depth == 1)
-    {
-      if (string_equal_nocase(token, "qer_nocarve"))
-      {
-        m_nFlags |= QER_NOCARVE;
-      }
-      else if (string_equal_nocase(token, "qer_trans"))
-      {
-        RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_fTrans));
-        m_nFlags |= QER_TRANS;
-      }
-      else if (string_equal_nocase(token, "qer_editorimage"))
-      {
-        RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, m_textureName));
-      }
-      else if (string_equal_nocase(token, "qer_alphafunc"))
-      {
-        const char* alphafunc = tokeniser.getToken();
-      
-        if(alphafunc == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, alphafunc, "#alphafunc");
-          return false;
-        }
-
-        if(string_equal_nocase(alphafunc, "equal"))
-        {
-          m_AlphaFunc = IShader::eEqual;
-        }
-        else if(string_equal_nocase(alphafunc, "greater"))
-        {
-          m_AlphaFunc = IShader::eGreater;
-        }
-        else if(string_equal_nocase(alphafunc, "less"))
-        {
-          m_AlphaFunc = IShader::eLess;
-        }
-        else if(string_equal_nocase(alphafunc, "gequal"))
-        {
-          m_AlphaFunc = IShader::eGEqual;
-        }
-        else if(string_equal_nocase(alphafunc, "lequal"))
-        {
-          m_AlphaFunc = IShader::eLEqual;
-        }
-        else
-        {
-          m_AlphaFunc = IShader::eAlways;
-        }
-
-        m_nFlags |= QER_ALPHATEST;
-
-        RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_AlphaRef));
-      }
-      else if (string_equal_nocase(token, "cull"))
-      {
-        const char* cull = tokeniser.getToken();
-
-        if(cull == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, cull, "#cull");
-          return false;
-        }
-
-        if(string_equal_nocase(cull, "none")
-          || string_equal_nocase(cull, "twosided")
-          || string_equal_nocase(cull, "disable"))
-        {
-          m_Cull = IShader::eCullNone;
-        }
-        else if(string_equal_nocase(cull, "back")
-          || string_equal_nocase(cull, "backside")
-          || string_equal_nocase(cull, "backsided"))
-        {
-          m_Cull = IShader::eCullBack;
-        }
-        else
-        {
-          m_Cull = IShader::eCullBack;
-        }
-
-        m_nFlags |= QER_CULL;
-      }
-      else if (string_equal_nocase(token, "surfaceparm"))
-      {
-        const char* surfaceparm = tokeniser.getToken();
-
-        if(surfaceparm == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, surfaceparm, "#surfaceparm");
-          return false;
-        }
-
-        if (string_equal_nocase(surfaceparm, "fog"))
-        {
-          m_nFlags |= QER_FOG;
-          if (m_fTrans == 1.0f)  // has not been explicitly set by qer_trans
-          {
-            m_fTrans = 0.35f;
-          }
-        }
-        else if (string_equal_nocase(surfaceparm, "nodraw"))
-        {
-          m_nFlags |= QER_NODRAW;
-        }
-        else if (string_equal_nocase(surfaceparm, "nonsolid"))
-        {
-          m_nFlags |= QER_NONSOLID;
-        }
-        else if (string_equal_nocase(surfaceparm, "water"))
-        {
-          m_nFlags |= QER_WATER;
-        }
-        else if (string_equal_nocase(surfaceparm, "lava"))
-        {
-          m_nFlags |= QER_LAVA;
-        }
-        else if (string_equal_nocase(surfaceparm, "areaportal"))
-        {
-          m_nFlags |= QER_AREAPORTAL;
-        }
-        else if (string_equal_nocase(surfaceparm, "playerclip"))
-        {
-          m_nFlags |= QER_CLIP;
-        }
-        else if (string_equal_nocase(surfaceparm, "botclip"))
-        {
-          m_nFlags |= QER_BOTCLIP;
-        }
-      }
-    }
-  }
-
-  return true;
+bool ShaderTemplate::parseQuake3( Tokeniser& tokeniser ){
+       // name of the qtexture_t we'll use to represent this shader ( this one has the "textures\" before )
+       m_textureName = m_Name.c_str();
+
+       tokeniser.nextLine();
+
+       // we need to read until we hit a balanced }
+       int depth = 0;
+       for (;; )
+       {
+               tokeniser.nextLine();
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       return false;
+               }
+
+               if ( string_equal( token, "{" ) ) {
+                       ++depth;
+                       continue;
+               }
+               else if ( string_equal( token, "}" ) ) {
+                       --depth;
+                       if ( depth < 0 ) { // underflow
+                               return false;
+                       }
+                       if ( depth == 0 ) { // end of shader
+                               break;
+                       }
+
+                       continue;
+               }
+
+               if ( depth == 1 ) {
+                       if ( string_equal_nocase( token, "qer_nocarve" ) ) {
+                               m_nFlags |= QER_NOCARVE;
+                       }
+                       else if ( string_equal_nocase( token, "qer_trans" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_getFloat( tokeniser, m_fTrans ) );
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal_nocase( token, "qer_editorimage" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_textureName ) );
+                       }
+                       else if ( string_equal_nocase( token, "qer_alphafunc" ) ) {
+                               const char* alphafunc = tokeniser.getToken();
+
+                               if ( alphafunc == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, alphafunc, "#alphafunc" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( alphafunc, "equal" ) ) {
+                                       m_AlphaFunc = IShader::eEqual;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "greater" ) ) {
+                                       m_AlphaFunc = IShader::eGreater;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "less" ) ) {
+                                       m_AlphaFunc = IShader::eLess;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "gequal" ) ) {
+                                       m_AlphaFunc = IShader::eGEqual;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "lequal" ) ) {
+                                       m_AlphaFunc = IShader::eLEqual;
+                               }
+                               else
+                               {
+                                       m_AlphaFunc = IShader::eAlways;
+                               }
+
+                               m_nFlags |= QER_ALPHATEST;
+
+                               RETURN_FALSE_IF_FAIL( Tokeniser_getFloat( tokeniser, m_AlphaRef ) );
+                       }
+                       else if ( string_equal_nocase( token, "cull" ) ) {
+                               const char* cull = tokeniser.getToken();
+
+                               if ( cull == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, cull, "#cull" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( cull, "none" )
+                                        || string_equal_nocase( cull, "twosided" )
+                                        || string_equal_nocase( cull, "disable" ) ) {
+                                       m_Cull = IShader::eCullNone;
+                               }
+                               else if ( string_equal_nocase( cull, "back" )
+                                                 || string_equal_nocase( cull, "backside" )
+                                                 || string_equal_nocase( cull, "backsided" ) ) {
+                                       m_Cull = IShader::eCullBack;
+                               }
+                               else
+                               {
+                                       m_Cull = IShader::eCullBack;
+                               }
+
+                               m_nFlags |= QER_CULL;
+                       }
+                       else if ( string_equal_nocase( token, "surfaceparm" ) ) {
+                               const char* surfaceparm = tokeniser.getToken();
+
+                               if ( surfaceparm == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, surfaceparm, "#surfaceparm" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( surfaceparm, "fog" ) ) {
+                                       m_nFlags |= QER_FOG;
+                                       m_nFlags |= QER_TRANS;
+                                       if ( m_fTrans == 1.0f ) { // has not been explicitly set by qer_trans
+                                               m_fTrans = 0.35f;
+                                       }
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "nodraw" ) ) {
+                                       m_nFlags |= QER_NODRAW;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "nonsolid" ) ) {
+                                       m_nFlags |= QER_NONSOLID;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "water" ) ||
+                                                       string_equal_nocase( surfaceparm, "lava" ) ||
+                                                       string_equal_nocase( surfaceparm, "slime") ){
+                                       m_nFlags |= QER_LIQUID;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "areaportal" ) ) {
+                                       m_nFlags |= QER_AREAPORTAL;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "playerclip" ) ) {
+                                       m_nFlags |= QER_CLIP;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "botclip" ) ) {
+                                       m_nFlags |= QER_BOTCLIP;
+                               }
+                       }
+               }
+       }
+
+       return true;
 }
 
 class Layer
 {
 public:
-  LayerTypeId m_type;
-  TextureExpression m_texture;
-  BlendFunc m_blendFunc;
-  bool m_clampToBorder;
-  float m_alphaTest;
-  float m_heightmapScale;
-
-  Layer() : m_type(LAYER_NONE), m_blendFunc(BLEND_ONE, BLEND_ZERO), m_clampToBorder(false), m_alphaTest(-1), m_heightmapScale(0)
-  {
-  }
+LayerTypeId m_type;
+TextureExpression m_texture;
+BlendFunc m_blendFunc;
+bool m_clampToBorder;
+float m_alphaTest;
+float m_heightmapScale;
+
+Layer() : m_type( LAYER_NONE ), m_blendFunc( BLEND_ONE, BLEND_ZERO ), m_clampToBorder( false ), m_alphaTest( -1 ), m_heightmapScale( 0 ){
+}
 };
 
 std::list<CopiedString> g_shaderFilenames;
 
-void ParseShaderFile(Tokeniser& tokeniser, const char* filename)
-{
-  g_shaderFilenames.push_back(filename);
-  filename = g_shaderFilenames.back().c_str();
-  tokeniser.nextLine();
-  for(;;)
-  {
-    const char* token = tokeniser.getToken();
-
-    if(token == 0)
-    {
-      break;
-    }
-
-    if(string_equal(token, "table"))
-    {
-      if(tokeniser.getToken() == 0)
-      {
-        Tokeniser_unexpectedError(tokeniser, 0, "#table-name");
-        return;
-      }
-      if(!Tokeniser_parseToken(tokeniser, "{"))
-      {
-        return;
-      }
-      for(;;)
-      {
-        const char* option = tokeniser.getToken();
-        if(string_equal(option, "{"))
-        {
-          for(;;)
-          {
-            const char* value = tokeniser.getToken();
-            if(string_equal(value, "}"))
-            {
-              break;
-            }
-          }
-
-          if(!Tokeniser_parseToken(tokeniser, "}"))
-          {
-            return;
-          }
-          break;
-        }
-      }
-    }
-    else
-    {
-      if(string_equal(token, "guide"))
-      {
-        parseTemplateInstance(tokeniser, filename);
-      }
-      else
-      {
-        if(!string_equal(token, "material")
-          && !string_equal(token, "particle")
-          && !string_equal(token, "skin"))
-        {
-          tokeniser.ungetToken();
-        }
-        // first token should be the path + name.. (from base)
-        CopiedString name;
-        if(!Tokeniser_parseShaderName(tokeniser, name))
-        {
-        }
-        ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
-        shaderTemplate->setName(name.c_str());
-
-        g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
-
-        bool result = (g_shaderLanguage == SHADERLANGUAGE_QUAKE3)
-          ? shaderTemplate->parseQuake3(tokeniser)
-          : shaderTemplate->parseDoom3(tokeniser);
-        if (result)
-        {
-          // do we already have this shader?
-          if(!g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(shaderTemplate->getName(), ShaderDefinition(shaderTemplate.get(), ShaderArguments(), filename))).second)
-          {
-  #ifdef _DEBUG
-            globalOutputStream() << "WARNING: shader " << shaderTemplate->getName() << " is already in memory, definition in " << filename << " ignored.\n";
-  #endif
-          }
-        }
-        else
-        {
-          globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
-          return;
-        }
-      }
-    }
-  }
-}
-
-void parseGuideFile(Tokeniser& tokeniser, const char* filename)
-{
-  tokeniser.nextLine();
-  for(;;)
-  {
-    const char* token = tokeniser.getToken();
-
-    if(token == 0)
-    {
-      break;
-    }
-
-    if(string_equal(token, "guide"))
-    {
-      // first token should be the path + name.. (from base)
-      ShaderTemplatePointer shaderTemplate(new ShaderTemplate);
-      shaderTemplate->parseTemplate(tokeniser);
-      if(!g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate)).second)
-      {
-        globalErrorStream() << "guide " << makeQuoted(shaderTemplate->getName()) << ": already defined, second definition ignored\n";
-      }
-    }
-    else if(string_equal(token, "inlineGuide"))
-    {
-      // skip entire inlineGuide definition
-      std::size_t depth = 0;
-      for(;;)
-      {
-        tokeniser.nextLine();
-        token = tokeniser.getToken();
-        if(string_equal(token, "{"))
-        {
-          ++depth;
-        }
-        else if(string_equal(token, "}"))
-        {
-          if(--depth == 0)
-          {
-            break;
-          }
-        }
-      }
-    }
-  }
-}
-
-void LoadShaderFile(const char* filename)
-{
-  ArchiveTextFile* file = GlobalFileSystem().openTextFile(filename);
-
-  if(file != 0)
-  {
-    globalOutputStream() << "Parsing shaderfile " << filename << "\n";
-
-    Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
-
-    ParseShaderFile(tokeniser, filename);
+void ParseShaderFile( Tokeniser& tokeniser, const char* filename ){
+       g_shaderFilenames.push_back( filename );
+       filename = g_shaderFilenames.back().c_str();
+       tokeniser.nextLine();
+       for (;; )
+       {
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       break;
+               }
+
+               if ( string_equal( token, "table" ) ) {
+                       if ( tokeniser.getToken() == 0 ) {
+                               Tokeniser_unexpectedError( tokeniser, 0, "#table-name" );
+                               return;
+                       }
+                       if ( !Tokeniser_parseToken( tokeniser, "{" ) ) {
+                               return;
+                       }
+                       for (;; )
+                       {
+                               const char* option = tokeniser.getToken();
+                               if ( string_equal( option, "{" ) ) {
+                                       for (;; )
+                                       {
+                                               const char* value = tokeniser.getToken();
+                                               if ( string_equal( value, "}" ) ) {
+                                                       break;
+                                               }
+                                       }
+
+                                       if ( !Tokeniser_parseToken( tokeniser, "}" ) ) {
+                                               return;
+                                       }
+                                       break;
+                               }
+                       }
+               }
+               else
+               {
+                       if ( string_equal( token, "guide" ) ) {
+                               parseTemplateInstance( tokeniser, filename );
+                       }
+                       else
+                       {
+                               if ( !string_equal( token, "material" )
+                                        && !string_equal( token, "particle" )
+                                        && !string_equal( token, "skin" ) ) {
+                                       tokeniser.ungetToken();
+                               }
+                               // first token should be the path + name.. ( from base )
+                               CopiedString name;
+                               if ( !Tokeniser_parseShaderName( tokeniser, name ) ) {
+                               }
+                               ShaderTemplatePointer shaderTemplate( new ShaderTemplate() );
+                               shaderTemplate->setName( name.c_str() );
+
+                               g_shaders.insert( ShaderTemplateMap::value_type( shaderTemplate->getName(), shaderTemplate ) );
+
+                               bool result = ( g_shaderLanguage == SHADERLANGUAGE_QUAKE3 )
+                                                         ? shaderTemplate->parseQuake3( tokeniser )
+                                                         : shaderTemplate->parseDoom3( tokeniser );
+                               if ( result ) {
+                                       // do we already have this shader?
+                                       if ( !g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( shaderTemplate->getName(), ShaderDefinition( shaderTemplate.get(), ShaderArguments(), filename ) ) ).second ) {
+#if GDEF_DEBUG
+                                               globalOutputStream() << "WARNING: shader " << shaderTemplate->getName() << " is already in memory, definition in " << filename << " ignored.\n";
+#endif
+                                       }
+                               }
+                               else
+                               {
+                                       globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
+                                       return;
+                               }
+                       }
+               }
+       }
+}
 
-    tokeniser.release();
-    file->release();
-  }
-  else
-  {
-    globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
-  }
+void parseGuideFile( Tokeniser& tokeniser, const char* filename ){
+       tokeniser.nextLine();
+       for (;; )
+       {
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       break;
+               }
+
+               if ( string_equal( token, "guide" ) ) {
+                       // first token should be the path + name.. ( from base )
+                       ShaderTemplatePointer shaderTemplate( new ShaderTemplate );
+                       shaderTemplate->parseTemplate( tokeniser );
+                       if ( !g_shaderTemplates.insert( ShaderTemplateMap::value_type( shaderTemplate->getName(), shaderTemplate ) ).second ) {
+                               globalErrorStream() << "guide " << makeQuoted( shaderTemplate->getName() ) << ": already defined, second definition ignored\n";
+                       }
+               }
+               else if ( string_equal( token, "inlineGuide" ) ) {
+                       // skip entire inlineGuide definition
+                       std::size_t depth = 0;
+                       for (;; )
+                       {
+                               tokeniser.nextLine();
+                               token = tokeniser.getToken();
+                               if ( string_equal( token, "{" ) ) {
+                                       ++depth;
+                               }
+                               else if ( string_equal( token, "}" ) ) {
+                                       if ( --depth == 0 ) {
+                                               break;
+                                       }
+                               }
+                       }
+               }
+       }
 }
 
-typedef FreeCaller1<const char*, LoadShaderFile> LoadShaderFileCaller;
+void LoadShaderFile( const char* filename ){
+       ArchiveTextFile* file = GlobalFileSystem().openTextFile( filename );
 
+       if ( file != 0 ) {
+               globalOutputStream() << "Parsing shaderfile " << filename << "\n";
 
-void loadGuideFile(const char* filename)
-{
-  StringOutputStream fullname(256);
-  fullname << "guides/" << filename;
-  ArchiveTextFile* file = GlobalFileSystem().openTextFile(fullname.c_str());
+               Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser( file->getInputStream() );
 
-  if(file != 0)
-  {
-    globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
+               ParseShaderFile( tokeniser, filename );
 
-    Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
+               tokeniser.release();
+               file->release();
+       }
+       else
+       {
+               globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
+       }
+}
 
-    parseGuideFile(tokeniser, fullname.c_str());
+void loadGuideFile( const char* filename ){
+       StringOutputStream fullname( 256 );
+       fullname << "guides/" << filename;
+       ArchiveTextFile* file = GlobalFileSystem().openTextFile( fullname.c_str() );
 
-    tokeniser.release();
-    file->release();
-  }
-  else
-  {
-    globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
-  }
-}
+       if ( file != 0 ) {
+               globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
 
-typedef FreeCaller1<const char*, loadGuideFile> LoadGuideFileCaller;
+               Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser( file->getInputStream() );
 
+               parseGuideFile( tokeniser, fullname.c_str() );
 
-CShader* Try_Shader_ForName(const char* name)
-{
-  {
-    shaders_t::iterator i = g_ActiveShaders.find(name);
-    if(i != g_ActiveShaders.end())
-    {
-      return (*i).second;
-    }
-  }
-  // active shader was not found
-  
-  // find matching shader definition
-  ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
-  if(i == g_shaderDefinitions.end())
-  {
-    // shader definition was not found
-
-    // create new shader definition from default shader template
-    ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
-    shaderTemplate->CreateDefault(name);
-    g_shaderTemplates.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
-
-    i = g_shaderDefinitions.insert(ShaderDefinitionMap::value_type(name, ShaderDefinition(shaderTemplate.get(), ShaderArguments(), ""))).first;
-  }
-
-  // create shader from existing definition
-  ShaderPointer pShader(new CShader((*i).second));
-  pShader->setName(name);
-  g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
-  g_ActiveShadersChangedNotify();
-  return pShader;
-}
-
-IShader *Shader_ForName(const char *name)
-{
-  ASSERT_NOTNULL(name);
+               tokeniser.release();
+               file->release();
+       }
+       else
+       {
+               globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
+       }
+}
 
-  IShader *pShader = Try_Shader_ForName(name);
-  pShader->IncRef();
-  return pShader;
+CShader* Try_Shader_ForName( const char* name ){
+       {
+               shaders_t::iterator i = g_ActiveShaders.find( name );
+               if ( i != g_ActiveShaders.end() ) {
+                       return ( *i ).second;
+               }
+       }
+       // active shader was not found
+
+       // find matching shader definition
+       ShaderDefinitionMap::iterator i = g_shaderDefinitions.find( name );
+       if ( i == g_shaderDefinitions.end() ) {
+               // shader definition was not found
+
+               // create new shader definition from default shader template
+               ShaderTemplatePointer shaderTemplate( new ShaderTemplate() );
+               shaderTemplate->CreateDefault( name );
+               g_shaderTemplates.insert( ShaderTemplateMap::value_type( shaderTemplate->getName(), shaderTemplate ) );
+
+               i = g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( name, ShaderDefinition( shaderTemplate.get(), ShaderArguments(), "" ) ) ).first;
+       }
+
+       // create shader from existing definition
+       ShaderPointer pShader( new CShader( ( *i ).second ) );
+       pShader->setName( name );
+       g_ActiveShaders.insert( shaders_t::value_type( name, pShader ) );
+       g_ActiveShadersChangedNotify();
+       return pShader;
 }
 
+IShader *Shader_ForName( const char *name ){
+       ASSERT_NOTNULL( name );
 
+       IShader *pShader = Try_Shader_ForName( name );
+       pShader->IncRef();
+       return pShader;
+}
 
 
 // the list of scripts/*.shader files we need to work with
 // those are listed in shaderlist file
 GSList *l_shaderfiles = 0;
 
-GSList* Shaders_getShaderFileList()
-{
-  return l_shaderfiles;
+GSList* Shaders_getShaderFileList(){
+       return l_shaderfiles;
 }
 
 /*
-==================
-DumpUnreferencedShaders
-usefull function: dumps the list of .shader files that are not referenced to the console
-==================
-*/
-void IfFound_dumpUnreferencedShader(bool& bFound, const char* filename)
-{
-  bool listed = false;
-
-  for(GSList* sh = l_shaderfiles; sh != 0; sh = g_slist_next(sh))
-  {
-    if(!strcmp((char*)sh->data, filename))
-    {
-      listed = true;
-      break;
-    }
-  }
-
-  if(!listed)
-  {
-    if(!bFound)
-    {
-      bFound = true;
-      globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
-    }
-    globalOutputStream() << "\t" << filename << "\n";
-  }
-}
-typedef ReferenceCaller1<bool, const char*, IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
-
-void DumpUnreferencedShaders()
-{
-  bool bFound = false;
-  GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
+   ==================
+   DumpUnreferencedShaders
+   usefull function: dumps the list of .shader files that are not referenced to the console
+   ==================
+ */
+void IfFound_dumpUnreferencedShader( bool& bFound, const char* filename ){
+       bool listed = false;
+
+       for ( GSList* sh = l_shaderfiles; sh != 0; sh = g_slist_next( sh ) )
+       {
+               if ( !strcmp( (char*)sh->data, filename ) ) {
+                       listed = true;
+                       break;
+               }
+       }
+
+       if ( !listed ) {
+               if ( !bFound ) {
+                       bFound = true;
+                       globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
+               }
+               globalOutputStream() << "\t" << filename << "\n";
+       }
 }
 
-void ShaderList_addShaderFile(const char* dirstring)
-{
-  bool found = false;
+typedef ReferenceCaller<bool, void(const char*), IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
 
-  for(GSList* tmp = l_shaderfiles; tmp != 0; tmp = tmp->next)
-  {
-    if(string_equal_nocase(dirstring, (char*)tmp->data))
-    {
-      found = true;
-      globalOutputStream() << "duplicate entry \"" << (char*)tmp->data << "\" in shaderlist.txt\n";
-      break;
-    }
-  }
-  
-  if(!found)
-  {
-    l_shaderfiles = g_slist_append(l_shaderfiles, strdup(dirstring));
-  }
+void DumpUnreferencedShaders(){
+       bool bFound = false;
+       GlobalFileSystem().forEachFile( g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller( bFound ) );
 }
 
-typedef FreeCaller1<const char*, ShaderList_addShaderFile> AddShaderFileCaller;
-
+void ShaderList_addShaderFile( const char* dirstring ){
+       bool found = false;
+
+       for ( GSList* tmp = l_shaderfiles; tmp != 0; tmp = tmp->next )
+       {
+               if ( string_equal_nocase( dirstring, (char*)tmp->data ) ) {
+                       found = true;
+                       globalOutputStream() << "duplicate entry \"" << (char*)tmp->data << "\" in shaderlist.txt\n";
+                       break;
+               }
+       }
+
+       if ( !found ) {
+               l_shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
+       }
+}
 
 /*
-==================
-BuildShaderList
-build a CStringList of shader names
-==================
-*/
-void BuildShaderList(TextInputStream& shaderlist)
-{
-  Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser(shaderlist);
-  tokeniser.nextLine();
-  const char* token = tokeniser.getToken();
-  StringOutputStream shaderFile(64);
-  while(token != 0)
-  {
-    // each token should be a shader filename
-    shaderFile << token << "." << g_shadersExtension;
-    
-    ShaderList_addShaderFile(shaderFile.c_str());
-
-    tokeniser.nextLine();
-    token = tokeniser.getToken();
-
-    shaderFile.clear();
-  }
-  tokeniser.release();
-}
-
-void FreeShaderList()
-{
-  while(l_shaderfiles != 0)
-  {
-    free(l_shaderfiles->data);
-    l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
-  }
+   ==================
+   BuildShaderList
+   build a CStringList of shader names
+   ==================
+ */
+void BuildShaderList( TextInputStream& shaderlist ){
+       Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser( shaderlist );
+       tokeniser.nextLine();
+       const char* token = tokeniser.getToken();
+       StringOutputStream shaderFile( 64 );
+       while ( token != 0 )
+       {
+               // each token should be a shader filename
+               shaderFile << token << "." << g_shadersExtension;
+
+               ShaderList_addShaderFile( shaderFile.c_str() );
+
+               tokeniser.nextLine();
+               token = tokeniser.getToken();
+
+               shaderFile.clear();
+       }
+       tokeniser.release();
 }
 
-void ShaderList_addFromArchive(const char *archivename)
-{
-  const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
-  if (string_empty(shaderpath))
-    return;
-
-  StringOutputStream shaderlist(256);
-  shaderlist << DirectoryCleaned(shaderpath) << "shaderlist.txt";
-
-  Archive *archive = GlobalFileSystem().getArchive(archivename, false);
-  if (archive)
-  {
-    ArchiveTextFile *file = archive->openTextFile(shaderlist.c_str());
-    if (file)
-    {
-      globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
-      BuildShaderList(file->getInputStream());
-      file->release();
-    }
-  }
+void FreeShaderList(){
+       while ( l_shaderfiles != 0 )
+       {
+               free( l_shaderfiles->data );
+               l_shaderfiles = g_slist_remove( l_shaderfiles, l_shaderfiles->data );
+       }
 }
 
-typedef FreeCaller1<const char *, ShaderList_addFromArchive> AddShaderListFromArchiveCaller;
+void ShaderList_addFromArchive( const char *archivename ){
+       const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue( "shaderpath" );
+       if ( string_empty( shaderpath ) ) {
+               return;
+       }
+
+       StringOutputStream shaderlist( 256 );
+       shaderlist << DirectoryCleaned( shaderpath ) << "shaderlist.txt";
+
+       Archive *archive = GlobalFileSystem().getArchive( archivename, false );
+       if ( archive ) {
+               ArchiveTextFile *file = archive->openTextFile( shaderlist.c_str() );
+               if ( file ) {
+                       globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
+                       BuildShaderList( file->getInputStream() );
+                       file->release();
+               }
+       }
+}
 
 #include "stream/filestream.h"
 
-bool shaderlist_findOrInstall(const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename)
-{
-  StringOutputStream absShaderList(256);
-  absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
-  if(file_exists(absShaderList.c_str()))
-  {
-    return true;
-  }
-  {
-    StringOutputStream directory(256);
-    directory << enginePath << gamename << '/' << shaderPath;
-    if(!file_exists(directory.c_str()) && !Q_mkdir(directory.c_str()))
-    {
-      return false;
-    }
-  }
-  {
-    StringOutputStream defaultShaderList(256);
-    defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
-    if(file_exists(defaultShaderList.c_str()))
-    {
-      return file_copy(defaultShaderList.c_str(), absShaderList.c_str());
-    }
-  }
-  return false;
-}
-
-void Shaders_Load()
-{
-  if(g_shaderLanguage == SHADERLANGUAGE_QUAKE4)
-  {
-    GlobalFileSystem().forEachFile("guides/", "guide", LoadGuideFileCaller(), 0);
-  }
-
-  const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
-  if(!string_empty(shaderPath))
-  {
-    StringOutputStream path(256);
-    path << DirectoryCleaned(shaderPath);
-
-    if(g_useShaderList)
-    {
-      // preload shader files that have been listed in shaderlist.txt
-      const char* basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue("basegame");
-      const char* gamename = GlobalRadiant().getGameName();
-      const char* enginePath = GlobalRadiant().getEnginePath();
-      const char* toolsPath = GlobalRadiant().getGameToolsPath();
-
-      bool isMod = !string_equal(basegame, gamename);
-
-      if(!isMod || !shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename))
-      {
-        gamename = basegame;
-        shaderlist_findOrInstall(enginePath, toolsPath, path.c_str(), gamename);
-      }
-
-      GlobalFileSystem().forEachArchive(AddShaderListFromArchiveCaller(), false, true);
-      DumpUnreferencedShaders();
-    }
-    else
-    {
-      GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, AddShaderFileCaller(), 0);
-    }
-
-    GSList *lst = l_shaderfiles;
-    StringOutputStream shadername(256);
-    while(lst)
-    {
-      shadername << path.c_str() << reinterpret_cast<const char*>(lst->data);
-      LoadShaderFile(shadername.c_str());
-      shadername.clear();
-      lst = lst->next;
-    }
-  }
-
-  //StringPool_analyse(ShaderPool::instance());
-}
-
-void Shaders_Free()
-{
-  FreeShaders();
-  FreeShaderList();
-  g_shaderFilenames.clear();
+bool shaderlist_findOrInstall( const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename ){
+       StringOutputStream absShaderList( 256 );
+       absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
+       if ( file_exists( absShaderList.c_str() ) ) {
+               return true;
+       }
+       {
+               StringOutputStream directory( 256 );
+               directory << enginePath << gamename << '/' << shaderPath;
+               if ( !file_exists( directory.c_str() ) && !Q_mkdir( directory.c_str() ) ) {
+                       return false;
+               }
+       }
+       {
+               StringOutputStream defaultShaderList( 256 );
+               defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
+               if ( file_exists( defaultShaderList.c_str() ) ) {
+                       return file_copy( defaultShaderList.c_str(), absShaderList.c_str() );
+               }
+       }
+       return false;
+}
+
+void Shaders_Load(){
+       if ( g_shaderLanguage == SHADERLANGUAGE_QUAKE4 ) {
+               GlobalFileSystem().forEachFile("guides/", "guide", makeCallbackF(loadGuideFile), 0);
+       }
+
+       const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue( "shaderpath" );
+       if ( !string_empty( shaderPath ) ) {
+               StringOutputStream path( 256 );
+               path << DirectoryCleaned( shaderPath );
+
+               if ( g_useShaderList ) {
+                       // preload shader files that have been listed in shaderlist.txt
+                       const char* basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue( "basegame" );
+                       const char* gamename = GlobalRadiant().getGameName();
+                       const char* enginePath = GlobalRadiant().getEnginePath();
+                       const char* toolsPath = GlobalRadiant().getGameToolsPath();
+
+                       bool isMod = !string_equal( basegame, gamename );
+
+                       if ( !isMod || !shaderlist_findOrInstall( enginePath, toolsPath, path.c_str(), gamename ) ) {
+                               gamename = basegame;
+                               shaderlist_findOrInstall( enginePath, toolsPath, path.c_str(), gamename );
+                       }
+
+                       GlobalFileSystem().forEachArchive(makeCallbackF(ShaderList_addFromArchive), false, true);
+                       DumpUnreferencedShaders();
+               }
+               else
+               {
+                       GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, makeCallbackF(ShaderList_addShaderFile), 0);
+               }
+
+               GSList *lst = l_shaderfiles;
+               StringOutputStream shadername( 256 );
+               while ( lst )
+               {
+                       shadername << path.c_str() << reinterpret_cast<const char*>( lst->data );
+                       LoadShaderFile( shadername.c_str() );
+                       shadername.clear();
+                       lst = lst->next;
+               }
+       }
+
+       //StringPool_analyse( ShaderPool::instance() );
+}
+
+void Shaders_Free(){
+       FreeShaders();
+       FreeShaderList();
+       g_shaderFilenames.clear();
 }
 
 ModuleObservers g_observers;
 
 std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
-bool Shaders_realised()
-{
-  return g_shaders_unrealised == 0;
+bool Shaders_realised(){
+       return g_shaders_unrealised == 0;
 }
-void Shaders_Realise()
-{
-  if(--g_shaders_unrealised == 0)
-  {
-    Shaders_Load();
-    g_observers.realise();
-  }
+
+void Shaders_Realise(){
+       if ( --g_shaders_unrealised == 0 ) {
+               Shaders_Load();
+               g_observers.realise();
+       }
 }
-void Shaders_Unrealise()
-{
-  if(++g_shaders_unrealised == 1)
-  {
-    g_observers.unrealise();
-    Shaders_Free();
-  }
+
+void Shaders_Unrealise(){
+       if ( ++g_shaders_unrealised == 1 ) {
+               g_observers.unrealise();
+               Shaders_Free();
+       }
 }
 
-void Shaders_Refresh() 
-{
-  Shaders_Unrealise();
-  Shaders_Realise();
+void Shaders_Refresh(){
+       Shaders_Unrealise();
+       Shaders_Realise();
 }
 
 class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
 {
 public:
-  void realise()
-  {
-    Shaders_Realise();
-  }
-  void unrealise()
-  {
-    Shaders_Unrealise();
-  }
-  void refresh()
-  {
-    Shaders_Refresh();
-  }
-
-  IShader* getShaderForName(const char* name)
-  {
-    return Shader_ForName(name);
-  }
-
-  void foreachShaderName(const ShaderNameCallback& callback)
-  {
-    for(ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i)
-    {
-      callback((*i).first.c_str());
-    }
-  }
-
-  void beginActiveShadersIterator()
-  {
-    ActiveShaders_IteratorBegin();
-  }
-  bool endActiveShadersIterator()
-  {
-    return ActiveShaders_IteratorAtEnd();
-  }
-  IShader* dereferenceActiveShadersIterator()
-  {
-    return ActiveShaders_IteratorCurrent();
-  }
-  void incrementActiveShadersIterator()
-  {
-    ActiveShaders_IteratorIncrement();
-  }
-  void setActiveShadersChangedNotify(const Callback& notify)
-  {
-    g_ActiveShadersChangedNotify = notify;
-  }
-
-  void attach(ModuleObserver& observer)
-  {
-    g_observers.attach(observer);
-  }
-  void detach(ModuleObserver& observer)
-  {
-    g_observers.detach(observer);
-  }
-
-  void setLightingEnabled(bool enabled)
-  {
-    if(CShader::m_lightingEnabled != enabled)
-    {
-      for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
-      {
-        (*i).second->unrealiseLighting();
-      }
-      CShader::m_lightingEnabled = enabled;
-      for(shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i)
-      {
-        (*i).second->realiseLighting();
-      }
-    }
-  }
-
-  const char* getTexturePrefix() const
-  {
-    return g_texturePrefix;
-  }
+void realise(){
+       Shaders_Realise();
+}
+
+void unrealise(){
+       Shaders_Unrealise();
+}
+
+void refresh(){
+       Shaders_Refresh();
+}
+
+IShader* getShaderForName( const char* name ){
+       return Shader_ForName( name );
+}
+
+void foreachShaderName( const ShaderNameCallback& callback ){
+       for ( ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i )
+       {
+               callback( ( *i ).first.c_str() );
+       }
+}
+
+void beginActiveShadersIterator(){
+       ActiveShaders_IteratorBegin();
+}
+
+bool endActiveShadersIterator(){
+       return ActiveShaders_IteratorAtEnd();
+}
+
+IShader* dereferenceActiveShadersIterator(){
+       return ActiveShaders_IteratorCurrent();
+}
+
+void incrementActiveShadersIterator(){
+       ActiveShaders_IteratorIncrement();
+}
+
+void setActiveShadersChangedNotify( const Callback<void()>& notify ){
+       g_ActiveShadersChangedNotify = notify;
+}
+
+void attach( ModuleObserver& observer ){
+       g_observers.attach( observer );
+}
+
+void detach( ModuleObserver& observer ){
+       g_observers.detach( observer );
+}
+
+void setLightingEnabled( bool enabled ){
+       if ( CShader::m_lightingEnabled != enabled ) {
+               for ( shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i )
+               {
+                       ( *i ).second->unrealiseLighting();
+               }
+               CShader::m_lightingEnabled = enabled;
+               for ( shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i )
+               {
+                       ( *i ).second->realiseLighting();
+               }
+       }
+}
+
+const char* getTexturePrefix() const {
+       return g_texturePrefix;
+}
 };
 
 Quake3ShaderSystem g_Quake3ShaderSystem;
 
-ShaderSystem& GetShaderSystem()
-{
-  return g_Quake3ShaderSystem;
+ShaderSystem& GetShaderSystem(){
+       return g_Quake3ShaderSystem;
 }
 
-void Shaders_Construct()
-{
-  GlobalFileSystem().attach(g_Quake3ShaderSystem);
+void Shaders_Construct(){
+       GlobalFileSystem().attach( g_Quake3ShaderSystem );
 }
-void Shaders_Destroy()
-{
-  GlobalFileSystem().detach(g_Quake3ShaderSystem);
 
-  if(Shaders_realised())
-  {
-    Shaders_Free();
-  }
+void Shaders_Destroy(){
+       GlobalFileSystem().detach( g_Quake3ShaderSystem );
+
+       if ( Shaders_realised() ) {
+               Shaders_Free();
+       }
 }