"{\n"
" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#ifdef USETRIPPY\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
+"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
"{\n"
" float i;\n"
" // distance-based LOD\n"
" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n"
" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n"
" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n"
-" float3 RT = float3(TexCoord, 1);\n"
+" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
" OffsetVector *= ScaleSteps.z;\n"
" for(i = 1.0; i < ScaleSteps.y; ++i)\n"
" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n"
" OffsetVector *= ScaleSteps.z;\n"
" for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
+" TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
" return TexCoord;\n"
"#endif\n"
"}\n"
"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
"{\n"
" float3 adir = abs(dir);\n"
-" float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+" float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
" float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-" return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+" return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
"}\n"
"# else\n"
"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
"{\n"
" float3 adir = abs(dir);\n"
-" float ma = adir.z;\n"
-" float4 proj = float4(dir, 2.5);\n"
-" if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
-" if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
+" float m; float4 proj;\n"
+" if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n"
+" if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n"
"#ifdef HLSL\n"
-" return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
+" return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n"
"#else\n"
-" float2 aparams = ShadowMap_Parameters.xy / ma;\n"
-" return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+" float2 mparams = ShadowMap_Parameters.xy / m;\n"
+" return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
"#endif\n"
"}\n"
"# endif\n"
" // transform unnormalized eye direction into tangent space\n"
"#ifdef USEOFFSETMAPPING\n"
" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
"#endif\n"
"\n"
" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
"uniform float4 OffsetMapping_LodDistance : register(c53),\n"
+"uniform float OffsetMapping_Bias : register(c54),\n"
"#endif\n"
"uniform half SpecularPower : register(c36),\n"
"#ifdef HLSL\n"
" // apply offsetmapping\n"
" float2 dPdx = ddx(TexCoord);\n"
" float2 dPdy = ddy(TexCoord);\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
+" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
"#else\n"
"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
" // (we use unnormalized to ensure that it interpolates correctly and then\n"
" // normalize it per pixel)\n"
" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+" LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n"
"# endif\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+" LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n"
"#endif\n"
"\n"
" // transform unnormalized eye direction into tangent space\n"
"#ifdef USEEYEVECTOR\n"
" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+" EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
"#endif\n"
"\n"
"#ifdef USEFOG\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float OffsetMapping_Bias : register(c54),\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" // apply offsetmapping\n"
" float2 dPdx = ddx(TexCoord);\n"
" float2 dPdy = ddy(TexCoord);\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
+" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
"#else\n"
"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
" // convert modelspace light vector to tangentspace\n"
-" half3 lightnormal;\n"
-" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
-" lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
-" lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
+" half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\n"
" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"