]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/shaders/shaders.cpp
reformat code! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / plugins / shaders / shaders.cpp
index 0499bee5e2948f872c97a5061e4248971e32f8e9..99dac811d9a4baf2ff882d1b8876ff04ad7abd61 100644 (file)
 #include "archivelib.h"
 #include "imagelib.h"
 
-const charg_shadersExtension = "";
-const charg_shadersDirectory = "";
+const char *g_shadersExtension = "";
+const char *g_shadersDirectory = "";
 bool g_enableDefaultShaders = true;
 ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
 bool g_useShaderList = true;
-_QERPlugImageTableg_bitmapModule = 0;
-const charg_texturePrefix = "textures/";
+_QERPlugImageTable *g_bitmapModule = 0;
+const char *g_texturePrefix = "textures/";
 
 void ActiveShaders_IteratorBegin();
+
 bool ActiveShaders_IteratorAtEnd();
+
 IShader *ActiveShaders_IteratorCurrent();
+
 void ActiveShaders_IteratorIncrement();
+
 Callback<void()> g_ActiveShadersChangedNotify;
 
 void FreeShaders();
-void LoadShaderFile( const char *filename );
-qtexture_t *Texture_ForName( const char *filename );
+
+void LoadShaderFile(const char *filename);
+
+qtexture_t *Texture_ForName(const char *filename);
 
 
 /*!
@@ -96,47 +102,49 @@ qtexture_t *Texture_ForName( const char *filename );
    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;
+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
-{
+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 &convertHeightmapToNormalmap(Image &heightmap, float scale)
+{
+    int w = heightmap.getWidth();
+    int h = heightmap.getHeight();
 
-       Image& normalmap = *( new RGBAImage( heightmap.getWidth(), heightmap.getHeight() ) );
+    Image &normalmap = *(new RGBAImage(heightmap.getWidth(), heightmap.getHeight()));
 
-       byte* in = heightmap.getRGBAPixels();
-       byte* out = normalmap.getRGBAPixels();
+    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
+                                                                                                                            // 3x3 Prewitt
        const int kernelSize = 6;
        KernelElement kernel_du[kernelSize] = {
                {-1, 1,-1.0f },
@@ -156,70 +164,68 @@ Image& convertHeightmapToNormalmap( Image& heightmap, float scale ){
        };
 #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 *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;
 }
 
 
-Image* loadSpecial( void* environment, const char* name ){
-       if ( *name == '_' ) { // special image
-               StringOutputStream bitmapName( 256 );
-               bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".png";
-               Image* image = loadBitmap( environment, bitmapName.c_str() );
-               if ( image != 0 ) {
-                       return image;
-               }
-       }
-       return GlobalTexturesCache().loadImage( name );
-}
-
-class ShaderPoolContext
+Image *loadSpecial(void *environment, const char *name)
 {
+    if (*name == '_') { // special image
+        StringOutputStream bitmapName(256);
+        bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".png";
+        Image *image = loadBitmap(environment, bitmapName.c_str());
+        if (image != 0) {
+            return image;
+        }
+    }
+    return GlobalTexturesCache().loadImage(name);
+}
+
+class ShaderPoolContext {
 };
+
 typedef Static<StringPool, ShaderPoolContext> ShaderPool;
 typedef PooledString<ShaderPool> ShaderString;
 typedef ShaderString ShaderVariable;
@@ -232,448 +238,440 @@ 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;
 
 typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
 
-class ShaderTemplate
-{
-std::size_t m_refcount;
-CopiedString m_Name;
+class ShaderTemplate {
+    std::size_t m_refcount;
+    CopiedString m_Name;
 public:
 
-ShaderParameters m_params;
+    ShaderParameters m_params;
 
-TextureExpression m_textureName;
-TextureExpression m_diffuse;
-TextureExpression m_bump;
-ShaderValue m_heightmapScale;
-TextureExpression m_specular;
-TextureExpression m_lightFalloffImage;
+    TextureExpression m_textureName;
+    TextureExpression m_diffuse;
+    TextureExpression m_bump;
+    ShaderValue m_heightmapScale;
+    TextureExpression m_specular;
+    TextureExpression m_lightFalloffImage;
 
-int m_nFlags;
-float m_fTrans;
+    int m_nFlags;
+    float m_fTrans;
 
 // alphafunc stuff
-IShader::EAlphaFunc m_AlphaFunc;
-float m_AlphaRef;
+    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;
-}
+    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;
-}
+    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;
 };
-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;
+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;
 }
 
-enum LayerTypeId
+bool Doom3Shader_parseAddnormals(Tokeniser &tokeniser, TextureExpression &bump)
 {
-       LAYER_NONE,
-       LAYER_BLEND,
-       LAYER_DIFFUSEMAP,
-       LAYER_BUMPMAP,
-       LAYER_SPECULARMAP
+    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
 };
 
-class LayerTemplate
-{
+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" ) ) {
+                                                                                                                                    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_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;
 }
 
 typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
@@ -682,422 +680,478 @@ 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
-{
+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 );
-}
-
-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;
+BlendFunc
+evaluateBlendFunc(const BlendFuncExpression &blendFunc, const ShaderParameters &params, const ShaderArguments &args)
+{
+    return BlendFunc(BLEND_ONE, BLEND_ZERO);
 }
 
-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;
+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;
 }
 
-class CShader : public IShader
+BlendFactor evaluateBlendFactor(const ShaderValue &value, const ShaderParameters &params, const ShaderArguments &args)
 {
-std::size_t m_refcount;
-
-const ShaderTemplate& m_template;
-const ShaderArguments& m_args;
-const char* m_filename;
+    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;
+
+    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_Name;
 
-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;
+    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;
+    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();
+    static bool m_lightingEnabled;
 
-       ASSERT_MESSAGE( m_refcount == 0, "deleting active shader" );
-}
+    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;
 
-// 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;
-       }
-}
+        m_notfound = 0;
 
-std::size_t refcount(){
-       return m_refcount;
-}
+        realise();
+    }
 
-// 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;
-}
-// -----------------------------------------
+    virtual ~CShader()
+    {
+        unrealise();
 
-void realise(){
-       m_pTexture = evaluateTexture( m_template.m_textureName, m_template.m_params, m_args );
+        ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
+    }
 
-       if ( m_pTexture->texture_number == 0 ) {
-               m_notfound = m_pTexture;
+// 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;
+    }
 
-               {
-                       StringOutputStream name( 256 );
-                       name << GlobalRadiant().getAppPath() << "bitmaps/" << ( IsDefault() ? "notex.png" : "shadernotex.png" );
-                       m_pTexture = GlobalTexturesCache().capture( LoadImageCallback( 0, loadBitmap ), name.c_str() );
-               }
-       }
+// 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;
+    }
 
-       realiseLighting();
-}
+// 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();
+    }
 
-void unrealise(){
-       GlobalTexturesCache().release( m_pTexture );
+// get the shader flags
+    int getFlags() const
+    {
+        return m_template.m_nFlags;
+    }
 
-       if ( m_notfound != 0 ) {
-               GlobalTexturesCache().release( m_notfound );
-       }
+// get the transparency value
+    float getTrans() const
+    {
+        return m_template.m_fTrans;
+    }
 
-       unrealiseLighting();
-}
+// 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);
+    }
 
-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";
-                               }
-                       }
-               }
-       }
-}
+// get the alphaFunc
+    void getAlphaFunc(EAlphaFunc *func, float *ref)
+    {
+        *func = m_template.m_AlphaFunc;
+        *ref = m_template.m_AlphaRef;
+    };
 
-void unrealiseLighting(){
-       if ( m_lightingEnabled ) {
-               GlobalTexturesCache().release( m_pDiffuse );
-               GlobalTexturesCache().release( m_pBump );
-               GlobalTexturesCache().release( m_pSpecular );
+    BlendFunc getBlendFunc() const
+    {
+        return m_blendFunc;
+    }
 
-               GlobalTexturesCache().release( m_pLightFalloffImage );
+// get the cull type
+    ECull getCull()
+    {
+        return m_template.m_Cull;
+    };
 
-               for ( MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i )
-               {
-                       GlobalTexturesCache().release( ( *i ).texture() );
-               }
-               m_layers.clear();
+// get shader file name (ie the file where this one is defined)
+    const char *getShaderFileName() const
+    {
+        return m_filename;
+    }
+// -----------------------------------------
 
-               m_blendFunc = BlendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA );
-       }
-}
+    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.png" : "shadernotex.png");
+                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;
-}
+    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;
+    }
 };
 
 bool CShader::m_lightingEnabled = false;
@@ -1109,407 +1163,388 @@ 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();
-}
-
-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;
+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();
 }
 
-class Layer
+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;
+}
+
+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 ) {
-  #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;
-                               }
-                       }
-               }
-       }
-}
-
-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 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;
+                }
+            }
+        }
+    }
 }
 
-void LoadShaderFile( const char* filename ){
-       ArchiveTextFile* file = GlobalFileSystem().openTextFile( filename );
+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";
+    if (file != 0) {
+        globalOutputStream() << "Parsing shaderfile " << filename << "\n";
 
-               Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser( file->getInputStream() );
+        Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
 
-               ParseShaderFile( tokeniser, filename );
+        ParseShaderFile(tokeniser, filename);
 
-               tokeniser.release();
-               file->release();
-       }
-       else
-       {
-               globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
-       }
+        tokeniser.release();
+        file->release();
+    } else {
+        globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
+    }
 }
 
-void loadGuideFile( const char* filename ){
-       StringOutputStream fullname( 256 );
-       fullname << "guides/" << filename;
-       ArchiveTextFile* file = GlobalFileSystem().openTextFile( fullname.c_str() );
-
-       if ( file != 0 ) {
-               globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\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";
 
-               parseGuideFile( tokeniser, fullname.c_str() );
+        Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
 
-               tokeniser.release();
-               file->release();
-       }
-       else
-       {
-               globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
-       }
-}
+        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;
+        tokeniser.release();
+        file->release();
+    } else {
+        globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
+    }
 }
 
-IShader *Shader_ForName( const char *name ){
-       ASSERT_NOTNULL( name );
+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;
+    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;
 }
 
 /*
@@ -1518,47 +1553,49 @@ GSList* Shaders_getShaderFileList(){
    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 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 ReferenceCaller<bool, void(const char*), IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
 
-void DumpUnreferencedShaders(){
-       bool bFound = false;
-       GlobalFileSystem().forEachFile( g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller( bFound ) );
+typedef ReferenceCaller<bool, void(const char *), IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
+
+void DumpUnreferencedShaders()
+{
+    bool bFound = false;
+    GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
 }
 
-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 ) );
-       }
+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));
+    }
 }
 
 /*
@@ -1567,234 +1604,264 @@ void ShaderList_addShaderFile( const char* dirstring ){
    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 );
-       }
-}
+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;
 
-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();
-               }
-       }
-}
+        ShaderList_addShaderFile(shaderFile.c_str());
 
-#include "stream/filestream.h"
+        tokeniser.nextLine();
+        token = tokeniser.getToken();
 
-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;
+        shaderFile.clear();
+    }
+    tokeniser.release();
 }
 
-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 FreeShaderList()
+{
+    while (l_shaderfiles != 0) {
+        free(l_shaderfiles->data);
+        l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
+    }
 }
 
-void Shaders_Free(){
-       FreeShaders();
-       FreeShaderList();
-       g_shaderFilenames.clear();
-}
+void ShaderList_addFromArchive(const char *archivename)
+{
+    const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue("shaderpath");
+    if (string_empty(shaderpath)) {
+        return;
+    }
 
-ModuleObservers g_observers;
+    StringOutputStream shaderlist(256);
+    shaderlist << DirectoryCleaned(shaderpath) << "shaderlist.txt";
 
-std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
-bool Shaders_realised(){
-       return g_shaders_unrealised == 0;
-}
-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();
-       }
+    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 Shaders_Refresh(){
-       Shaders_Unrealise();
-       Shaders_Realise();
-}
+#include "stream/filestream.h"
 
-class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
+bool
+shaderlist_findOrInstall(const char *enginePath, const char *toolsPath, const char *shaderPath, const char *gamename)
 {
-public:
-void realise(){
-       Shaders_Realise();
-}
-void unrealise(){
-       Shaders_Unrealise();
-}
-void refresh(){
-       Shaders_Refresh();
+    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();
 }
 
-IShader* getShaderForName( const char* name ){
-       return Shader_ForName( name );
-}
+ModuleObservers g_observers;
 
-void foreachShaderName( const ShaderNameCallback& callback ){
-       for ( ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i )
-       {
-               callback( ( *i ).first.c_str() );
-       }
+std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
+bool Shaders_realised()
+{
+    return g_shaders_unrealised == 0;
 }
 
-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 Shaders_Realise()
+{
+    if (--g_shaders_unrealised == 0) {
+        Shaders_Load();
+        g_observers.realise();
+    }
 }
 
-void attach( ModuleObserver& observer ){
-       g_observers.attach( observer );
-}
-void detach( ModuleObserver& observer ){
-       g_observers.detach( observer );
+void Shaders_Unrealise()
+{
+    if (++g_shaders_unrealised == 1) {
+        g_observers.unrealise();
+        Shaders_Free();
+    }
 }
 
-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();
-               }
-       }
+void Shaders_Refresh()
+{
+    Shaders_Unrealise();
+    Shaders_Realise();
 }
 
-const char* getTexturePrefix() const {
-       return g_texturePrefix;
-}
+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<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();
+    }
 }