]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Fix client version of ambientsound
[xonotic/darkplaces.git] / gl_rmain.c
index 6400d65b9036dd0619874c6a13d07133ac717271..b36f2466c2df10fe57636ee10a13f6ea1500885c 100644 (file)
@@ -142,7 +142,7 @@ cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sort
 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
-cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
+cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
 
 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -190,6 +190,7 @@ cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_po
 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
 
 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
@@ -203,6 +204,7 @@ cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0",
 
 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
 
@@ -692,6 +694,7 @@ shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
@@ -707,7 +710,7 @@ typedef struct r_glsl_permutation_s
        /// hash lookup data
        struct r_glsl_permutation_s *hashnext;
        unsigned int mode;
-       dpuint64 permutation;
+       uint64_t permutation;
 
        /// indicates if we have tried compiling this permutation already
        qboolean compiled;
@@ -729,6 +732,7 @@ typedef struct r_glsl_permutation_s
        int tex_Texture_Shirt;
        int tex_Texture_FogHeightTexture;
        int tex_Texture_FogMask;
+       int tex_Texture_LightGrid;
        int tex_Texture_Lightmap;
        int tex_Texture_Deluxemap;
        int tex_Texture_Attenuation;
@@ -759,6 +763,7 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Shirt;
        int loc_Texture_FogHeightTexture;
        int loc_Texture_FogMask;
+       int loc_Texture_LightGrid;
        int loc_Texture_Lightmap;
        int loc_Texture_Deluxemap;
        int loc_Texture_Attenuation;
@@ -796,6 +801,8 @@ typedef struct r_glsl_permutation_s
        int loc_FogRangeRecip;
        int loc_LightColor;
        int loc_LightDir;
+       int loc_LightGridMatrix;
+       int loc_LightGridNormalMatrix;
        int loc_LightPosition;
        int loc_OffsetMapping_ScaleSteps;
        int loc_OffsetMapping_LodDistance;
@@ -817,6 +824,7 @@ typedef struct r_glsl_permutation_s
        int loc_UserVec2;
        int loc_UserVec3;
        int loc_UserVec4;
+       int loc_ColorFringe;
        int loc_ViewTintColor;
        int loc_ViewToLight;
        int loc_ModelToLight;
@@ -918,7 +926,7 @@ qboolean R_CompileShader_CheckStaticParms(void)
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
        else \
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
 {
        shaderstaticparms_count = 0;
 
@@ -946,7 +954,7 @@ r_glsl_permutation_t *r_glsl_permutation;
 /// storage for permutations linked in the hash table
 memexpandablearray_t r_glsl_permutationarray;
 
-static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
+static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
 {
        //unsigned int hashdepth = 0;
        unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
@@ -1030,7 +1038,7 @@ static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean p
        return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
 }
 
-static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
+static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
 {
        int i;
        int ubibind;
@@ -1190,6 +1198,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
                p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
                p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
+               p->loc_Texture_LightGrid          = qglGetUniformLocation(p->program, "Texture_LightGrid");
                p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
                p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
                p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
@@ -1226,6 +1235,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
                p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
                p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
+               p->loc_LightGridMatrix            = qglGetUniformLocation(p->program, "LightGridMatrix");
+               p->loc_LightGridNormalMatrix      = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
                p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
                p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
                p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
@@ -1247,6 +1258,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
                p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
                p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
+               p->loc_ColorFringe                = qglGetUniformLocation(p->program, "ColorFringe");
                p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
                p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
                p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
@@ -1277,6 +1289,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->tex_Texture_Shirt = -1;
                p->tex_Texture_FogHeightTexture = -1;
                p->tex_Texture_FogMask = -1;
+               p->tex_Texture_LightGrid = -1;
                p->tex_Texture_Lightmap = -1;
                p->tex_Texture_Deluxemap = -1;
                p->tex_Texture_Attenuation = -1;
@@ -1308,6 +1321,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
                if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
                if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
+               if (p->loc_Texture_LightGrid       >= 0) {p->tex_Texture_LightGrid        = sampler;qglUniform1i(p->loc_Texture_LightGrid       , sampler);sampler++;}
                if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
                if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
                if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
@@ -1346,7 +1360,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Mem_Free(sourcestring);
 }
 
-static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
 {
        r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
        if (r_glsl_permutation != perm)
@@ -1356,7 +1370,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta
                {
                        if (!r_glsl_permutation->compiled)
                        {
-                               Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
+                               Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation);
                                R_GLSL_CompilePermutation(perm, mode, permutation);
                        }
                        if (!r_glsl_permutation->program)
@@ -1366,7 +1380,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta
                                for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
                                {
                                        // reduce i more quickly whenever it would not remove any bits
-                                       dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
+                                       uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
                                        if (!(permutation & j))
                                                continue;
                                        permutation -= j;
@@ -1455,14 +1469,14 @@ static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
                                Con_Printf("%s written\n", modeinfo[mode].filename);
                        }
                        else
-                               Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
+                               Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
                }
        }
 }
 
 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
 {
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        permutation |= SHADERPERMUTATION_VIEWTINT;
@@ -1494,7 +1508,7 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
 
 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
 {
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        if (depthrgb)
@@ -1568,7 +1582,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        unsigned int mode = 0;
        int blendfuncflags;
        texture_t *t = rsurface.texture;
@@ -1687,6 +1701,67 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                if (vid.allowalphatocoverage)
                        GL_AlphaToCoverage(false);
        }
+       else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
+       {
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
+               {
+                       switch(t->offsetmapping)
+                       {
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
+                       }
+               }
+               if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
+               // directional model lighting
+               mode = SHADERMODE_LIGHTGRID;
+               if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               permutation |= SHADERPERMUTATION_DIFFUSE;
+               if (t->glosstexture || t->backgroundglosstexture)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
+               if (t->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+               {
+                       permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
+               }
+               if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
+               if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (t->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
+               if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
+               {
+                       permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegrid_state.directional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
+               GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
+               blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
+       }
        else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
                if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
@@ -1768,7 +1843,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                // lightmapped wall
                if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
-               if (r_refdef.fogenabled)
+               if (r_refdef.fogenabled && !notrippy)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (t->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
@@ -1840,7 +1915,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
        }
        if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
                permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
-       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
                permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
@@ -1876,6 +1951,13 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                        {
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
                        }
+                       else if (mode == SHADERMODE_LIGHTGRID)
+                       {
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
+                               // other LightGrid uniforms handled below
+                       }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
@@ -1895,7 +1977,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (r_glsl_permutation->loc_FogColor >= 0)
+                       if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
                        {
                                if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                        qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
@@ -1956,9 +2038,22 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
                if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
                if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
+               if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
+               {
+                       float m9f[9];
+                       Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
+                       Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
+                       qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
+                       Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
+                       Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
+                       m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
+                       m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
+                       m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
+                       qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
+               }
 
                if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
                if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
@@ -2003,6 +2098,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                        }
                }
                if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
+               if (r_glsl_permutation->tex_Texture_LightGrid   >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
                CHECKGLERROR
                break;
        }
@@ -2014,7 +2110,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        unsigned int mode = 0;
        const float *lightcolorbase = rtlight->currentcolor;
        float ambientscale = rtlight->ambientscale;
@@ -2063,7 +2159,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
                if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
 
                if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
                if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
@@ -2396,9 +2492,10 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        }
 
        // _luma is supported only for tenebrae compatibility
+       // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
        // _glow is the preferred name
        mymiplevel = savemiplevel;
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
                skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
@@ -2854,10 +2951,18 @@ static int componentorder[4] = {0, 1, 2, 3};
 
 static rtexture_t *R_LoadCubemap(const char *basename)
 {
-       int i, j, cubemapsize;
+       int i, j, cubemapsize, forcefilter;
        unsigned char *cubemappixels, *image_buffer;
        rtexture_t *cubemaptexture;
        char name[256];
+
+       // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
+       forcefilter = TEXF_FORCELINEAR;
+       if (basename && basename[0] == '!')
+       {
+               basename++;
+               forcefilter = TEXF_FORCENEAREST;
+       }
        // must start 0 so the first loadimagepixels has no requested width/height
        cubemapsize = 0;
        cubemappixels = NULL;
@@ -2900,7 +3005,7 @@ static rtexture_t *R_LoadCubemap(const char *basename)
                if (developer_loading.integer)
                        Con_Printf("loading cubemap \"%s\"\n", basename);
 
-               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -3082,6 +3187,8 @@ static void gl_main_start(void)
 #endif
 }
 
+extern unsigned int r_shadow_occlusion_buf;
+
 static void gl_main_shutdown(void)
 {
        R_RenderTarget_FreeUnused(true);
@@ -3102,7 +3209,7 @@ static void gl_main_shutdown(void)
 #endif
                break;
        }
-
+       r_shadow_occlusion_buf = 0;
        r_numqueries = 0;
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
@@ -3170,8 +3277,8 @@ void GL_Main_Init(void)
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
        R_InitShaderModeInfo();
 
-       Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
-       Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
+       Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+       Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
        // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
        if (gamemode == GAME_NEHAHRA)
        {
@@ -3314,9 +3421,11 @@ void GL_Main_Init(void)
 
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_nolerp_list);
        Cvar_RegisterVariable(&r_lerplightstyles);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
+       Cvar_RegisterVariable(&r_colorfringe);
        Cvar_RegisterVariable(&r_bloom_colorscale);
        Cvar_RegisterVariable(&r_bloom_brighten);
        Cvar_RegisterVariable(&r_bloom_blur);
@@ -3890,7 +3999,8 @@ void R_AnimCache_CacheVisibleEntities(void)
 
 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
 {
-       int i;
+       long unsigned int i;
+       int j;
        vec3_t eyemins, eyemaxs;
        vec3_t boxmins, boxmaxs;
        vec3_t padmins, padmaxs;
@@ -3951,12 +4061,13 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t
        {
                for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
                {
+                       trace_t trace;
                        VectorCopy(eye, start);
                        end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
                        end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
                        end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
                        //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
-                       trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
+                       trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
                        // not picky - if the trace ended anywhere in the box we're good
                        if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
                                return true;
@@ -3966,7 +4077,7 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t
                return true;
 
        // try various random positions
-       for (i = 0; i < numsamples; i++)
+       for (j = 0; j < numsamples; j++)
        {
                VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
                VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
@@ -4037,8 +4148,8 @@ static void R_View_UpdateEntityVisible (void)
                        {
                                samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
                                if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
-                                       ent->last_trace_visibility = realtime;
-                               if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                       ent->last_trace_visibility = host.realtime;
+                               if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
                                        r_refdef.viewcache.entityvisible[i] = 0;
                        }
                }
@@ -4386,14 +4497,6 @@ static void R_View_Update(void)
 
 float viewscalefpsadjusted = 1.0f;
 
-static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
-{
-       float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
-       scale = bound(0.03125f, scale, 1.0f);
-       *outwidth = (int)ceil(width * scale);
-       *outheight = (int)ceil(height * scale);
-}
-
 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
 {
        const float *customclipplane = NULL;
@@ -4538,7 +4641,7 @@ void R_RenderTarget_FreeUnused(qboolean force)
                // free resources for rendertargets that have not been used for a while
                // (note: this check is run after the frame render, so any targets used
                // this frame will not be affected even at low framerates)
-               if (r && (realtime - r->lastusetime > 0.2 || force))
+               if (r && (host.realtime - r->lastusetime > 0.2 || force))
                {
                        if (r->fbo)
                                R_Mesh_DestroyFramebufferObject(r->fbo);
@@ -4579,7 +4682,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
        for (i = 0; i < end; i++)
        {
                r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
-               if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
+               if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
                        break;
        }
        if (i == end)
@@ -4602,29 +4705,28 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
                        if (r->depthisrenderbuffer)
                                r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
                        else
-                               r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                }
                r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
        }
        r_refdef.stats[r_stat_rendertargets_used]++;
        r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
-       r->lastusetime = realtime;
+       r->lastusetime = host.realtime;
        R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
        return r;
 }
 
-static void R_Water_StartFrame(void)
+static void R_Water_StartFrame(int viewwidth, int viewheight)
 {
        int waterwidth, waterheight;
 
-       if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
+       if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
                return;
 
        // set waterwidth and waterheight to the water resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
-       waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
-       R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
+       waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
+       waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
 
        if (!r_water.integer || r_showsurfaces.integer)
                waterwidth = waterheight = 0;
@@ -5034,8 +5136,8 @@ finish:
 static void R_Bloom_StartFrame(void)
 {
        int screentexturewidth, screentextureheight;
-       int viewwidth, viewheight;
        textype_t textype = TEXTYPE_COLORBUFFER;
+       double scale;
 
        // clear the pointers to rendertargets from last frame as they're stale
        r_fb.rt_screen = NULL;
@@ -5063,33 +5165,43 @@ static void R_Bloom_StartFrame(void)
                adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
                adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
                if (r_viewscale_fpsscaling_stepsize.value > 0)
-                       adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+               {
+                       if (adjust > 0)
+                               adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+                       else
+                               adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+               }
                viewscalefpsadjusted += adjust;
                viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
        }
        else
                viewscalefpsadjusted = 1.0f;
 
-       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
+       scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
+       if (vid.samples)
+               scale *= sqrt(vid.samples); // supersampling
+       scale = bound(0.03125f, scale, 4.0f);
+       screentexturewidth = (int)ceil(r_refdef.view.width * scale);
+       screentextureheight = (int)ceil(r_refdef.view.height * scale);
+       screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
+       screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
-       r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
-       r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
+       r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
+       r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
+       r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
        r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
 
-       // calculate desired texture sizes
-       screentexturewidth = viewwidth;
-       screentextureheight = viewheight;
-
        if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
        {
                Cvar_SetValueQuick(&r_bloom, 0);
                Cvar_SetValueQuick(&r_motionblur, 0);
                Cvar_SetValueQuick(&r_damageblur, 0);
        }
+       if (!r_bloom.integer)
+               r_fb.bloomwidth = r_fb.bloomheight = 0;
 
        // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
        if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
@@ -5110,16 +5222,6 @@ static void R_Bloom_StartFrame(void)
                }
        }
 
-       if (r_bloom.integer)
-       {
-               // bloom texture is a different resolution
-               r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
-               r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
-               r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
-       }
-       else
-               r_fb.bloomwidth = r_fb.bloomheight = 0;
-
        r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
 
        r_refdef.view.clear = true;
@@ -5238,7 +5340,7 @@ static void R_Bloom_MakeTexture(void)
 
 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
 {
-       dpuint64 permutation;
+       uint64_t permutation;
        float uservecs[4][4];
        rtexture_t *viewtexture;
        rtexture_t *bloomtexture;
@@ -5365,8 +5467,9 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v
                if (r_glsl_permutation->loc_UserVec3                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
                if (r_glsl_permutation->loc_UserVec4                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
                if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
                if (r_glsl_permutation->loc_BloomColorSubtract      >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+               if (r_glsl_permutation->loc_ColorFringe             >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
                break;
        }
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
@@ -5700,11 +5803,11 @@ void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, i
                viewcolortexture = r_fb.rt_screen->colortexture[0];
                viewx = 0;
                viewy = 0;
-               viewwidth = width;
-               viewheight = height;
+               viewwidth = r_fb.rt_screen->texturewidth;
+               viewheight = r_fb.rt_screen->textureheight;
        }
 
-       R_Water_StartFrame();
+       R_Water_StartFrame(viewwidth, viewheight);
 
        CHECKGLERROR
        if (r_timereport_active)
@@ -6619,10 +6722,12 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
        if (rsurface.entity->render_rtlight_disabled)
                t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
+       if (rsurface.entity->render_lightgrid)
+               t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
        if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
        {
                // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
-               t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
+               t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->glowmod[q];
@@ -6640,7 +6745,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
        {
                // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
-               t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
+               t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
@@ -6655,10 +6760,27 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        t->render_rtlight_specular[q] = 0;
                }
        }
+       else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
+       {
+               t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
+               for (q = 0; q < 3; q++)
+               {
+                       t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
+                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_ambient[q] = 0;
+                       t->render_modellight_diffuse[q] = 0;
+                       t->render_modellight_specular[q] = 0;
+                       t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
+                       t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
+                       t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
+                       t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
+                       t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
+               }
+       }
        else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
        {
                // ambient + single direction light (modellight)
-               t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+               t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
@@ -6699,7 +6821,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                //
                // FIXME: this is fine for effects but CSQC polygons should be subject
                // to lighting.
-               t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
+               t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
@@ -6830,7 +6952,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
        // accurately represents the shading involved
-       if (gl_lightmaps.integer)
+       if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
        {
                t->basetexture = r_texture_grey128;
                t->pantstexture = r_texture_black;
@@ -8551,7 +8673,10 @@ void RSurf_SetupDepthAndCulling(void)
 
 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
-       int i, j;
+       int j;
+       const float *v;
+       float p[3], mins[3], maxs[3];
+       int scissor[4];
        // transparent sky would be ridiculous
        if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                return;
@@ -8563,54 +8688,46 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
        if (r_sky_scissor.integer)
        {
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
-               for (i = 0; i < texturenumsurfaces; i++)
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+               for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
                {
-                       const msurface_t *surf = texturesurfacelist[i];
-                       const float *v;
-                       float p[3];
-                       float mins[3], maxs[3];
-                       int scissor[4];
-                       for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
+                       Matrix4x4_Transform(&rsurface.matrix, v, p);
+                       if (j > 0)
                        {
-                               Matrix4x4_Transform(&rsurface.matrix, v, p);
-                               if (j > 0)
-                               {
-                                       if (mins[0] > p[0]) mins[0] = p[0];
-                                       if (mins[1] > p[1]) mins[1] = p[1];
-                                       if (mins[2] > p[2]) mins[2] = p[2];
-                                       if (maxs[0] < p[0]) maxs[0] = p[0];
-                                       if (maxs[1] < p[1]) maxs[1] = p[1];
-                                       if (maxs[2] < p[2]) maxs[2] = p[2];
-                               }
-                               else
-                               {
-                                       VectorCopy(p, mins);
-                                       VectorCopy(p, maxs);
-                               }
+                               if (mins[0] > p[0]) mins[0] = p[0];
+                               if (mins[1] > p[1]) mins[1] = p[1];
+                               if (mins[2] > p[2]) mins[2] = p[2];
+                               if (maxs[0] < p[0]) maxs[0] = p[0];
+                               if (maxs[1] < p[1]) maxs[1] = p[1];
+                               if (maxs[2] < p[2]) maxs[2] = p[2];
+                       }
+                       else
+                       {
+                               VectorCopy(p, mins);
+                               VectorCopy(p, maxs);
                        }
-                       if (!R_ScissorForBBox(mins, maxs, scissor))
+               }
+               if (!R_ScissorForBBox(mins, maxs, scissor))
+               {
+                       if (skyscissor[2])
                        {
-                               if (skyscissor[2])
+                               if (skyscissor[0] > scissor[0])
                                {
-                                       if (skyscissor[0] > scissor[0])
-                                       {
-                                               skyscissor[2] += skyscissor[0] - scissor[0];
-                                               skyscissor[0] = scissor[0];
-                                       }
-                                       if (skyscissor[1] > scissor[1])
-                                       {
-                                               skyscissor[3] += skyscissor[1] - scissor[1];
-                                               skyscissor[1] = scissor[1];
-                                       }
-                                       if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
-                                               skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
-                                       if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
-                                               skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
+                                       skyscissor[2] += skyscissor[0] - scissor[0];
+                                       skyscissor[0] = scissor[0];
                                }
-                               else
-                                       Vector4Copy(scissor, skyscissor);
+                               if (skyscissor[1] > scissor[1])
+                               {
+                                       skyscissor[3] += skyscissor[1] - scissor[1];
+                                       skyscissor[1] = scissor[1];
+                               }
+                               if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
+                                       skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
+                               if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
+                                       skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
                        }
+                       else
+                               Vector4Copy(scissor, skyscissor);
                }
        }
 
@@ -9358,6 +9475,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                        surfaceindex = bih_surfaces[triangleindex];
                        surface = surfaces + surfaceindex;
                        texture = surface->texture;
+                       if (!texture)
+                               continue;
                        if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
                        if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
@@ -9376,6 +9495,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                                continue;
                        // skip transparent surfaces
                        texture = surface->texture;
+                       if (!texture)
+                               continue;
                        if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
                        if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
@@ -9690,7 +9811,6 @@ static void R_DrawModelDecals(void)
        }
 }
 
-extern cvar_t mod_collision_bih;
 static void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
@@ -10062,7 +10182,7 @@ void R_DebugLine(vec3_t start, vec3_t end)
                offsetx = 0.5f * width * vid_conwidth.value / vid.width;
                offsety = 0;
        }
-       surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
+       surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
        e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
        e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
        e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);