]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
changed format of builtin shader strings to use comma separated lines,
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 7 Feb 2013 11:40:40 +0000 (11:40 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 7 Feb 2013 11:40:40 +0000 (11:40 +0000)
this should fix compilation on MSVC where default.glsl exceeded 65535
character limit
removed MODE_SHOWDEPTH from shaders and code because it is not used and
is not likely to ever be used anyway
reworked shadermodeinfo_t to only have one filename rather than separate
filenames for vertex and fragment shader
reworked r_glsl_dumpshader to cope with multiple shader filenames and
unified some code for glsl and hlsl text processing

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11889 d7cf8633-e32d-0410-b094-e92efae38249

dpsoftrast.c
dpsoftrast.h
gl_rmain.c
r_shadow.c
render.h
shader_glsl.h
shader_hlsl.h

index 9d0ea02a2b8f6a39b8a07d97af45e2da1397bafa..039e7fc5fe6531e47891c9f3daca2d496cf4ffb3 100644 (file)
@@ -4693,23 +4693,6 @@ static void DPSOFTRAST_PixelShader_Water(DPSOFTRAST_State_Thread *thread, const
 
 
 
-static void DPSOFTRAST_VertexShader_ShowDepth(void)
-{
-       DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
-}
-
-static void DPSOFTRAST_PixelShader_ShowDepth(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
-{
-       // TODO: IMPLEMENT
-       float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
-       unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
-       DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
-       memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
-       DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
-}
-
-
-
 static void DPSOFTRAST_VertexShader_DeferredGeometry(void)
 {
        DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
@@ -4771,7 +4754,6 @@ static const DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COU
        {2, DPSOFTRAST_VertexShader_LightSource,                    DPSOFTRAST_PixelShader_LightSource,                    {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
        {2, DPSOFTRAST_VertexShader_Refraction,                     DPSOFTRAST_PixelShader_Refraction,                     {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}},
        {2, DPSOFTRAST_VertexShader_Water,                          DPSOFTRAST_PixelShader_Water,                          {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_NORMAL, GL20TU_REFLECTION, GL20TU_REFRACTION, ~0}},
-       {2, DPSOFTRAST_VertexShader_ShowDepth,                      DPSOFTRAST_PixelShader_ShowDepth,                      {~0}},
        {2, DPSOFTRAST_VertexShader_DeferredGeometry,               DPSOFTRAST_PixelShader_DeferredGeometry,               {~0}},
        {2, DPSOFTRAST_VertexShader_DeferredLightSource,            DPSOFTRAST_PixelShader_DeferredLightSource,            {~0}},
 };
index 007d4e366deef11d4d06b49c9cfec736546d8371..5bda9f36198e40879ebecaacdc7c94c4e1ba7a40 100644 (file)
@@ -157,7 +157,6 @@ typedef enum shadermode_e
        SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
        SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
        SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
-       SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
        SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
        SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
        SHADERMODE_COUNT
index 96781c8f42f34d79986ec4d57bff82744a018ba9..5b816ae6a3f59cf9f1c6c3c82982e8f2471d2756 100644 (file)
@@ -602,13 +602,17 @@ static void R_BuildFogHeightTexture(void)
 
 //=======================================================================================================================================================
 
-static const char *builtinshaderstring =
+static const char *builtinshaderstrings[] =
+{
 #include "shader_glsl.h"
-;
+0
+};
 
-const char *builtinhlslshaderstring =
+const char *builtinhlslshaderstrings[] =
+{
 #include "shader_hlsl.h"
-;
+0
+};
 
 char *glslshaderstring = NULL;
 char *hlslshaderstring = NULL;
@@ -624,9 +628,7 @@ shaderpermutationinfo_t;
 
 typedef struct shadermodeinfo_s
 {
-       const char *vertexfilename;
-       const char *geometryfilename;
-       const char *fragmentfilename;
+       const char *filename;
        const char *pretext;
        const char *name;
 }
@@ -671,46 +673,44 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
+       {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
 {
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
+       {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
+       {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
 struct r_glsl_permutation_s;
@@ -975,25 +975,68 @@ static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned
        return p;
 }
 
-static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
+static char *R_ShaderStrCat(const char **strings)
+{
+       char *string, *s;
+       const char **p = strings;
+       const char *t;
+       size_t len = 0;
+       for (p = strings;(t = *p);p++)
+               len += strlen(t);
+       len++;
+       s = string = Mem_Alloc(r_main_mempool, len);
+       len = 0;
+       for (p = strings;(t = *p);p++)
+       {
+               len = strlen(t);
+               memcpy(s, t, len);
+               s += len;
+       }
+       *s = 0;
+       return string;
+}
+
+static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
 {
        char *shaderstring;
        if (!filename || !filename[0])
                return NULL;
+       // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
        if (!strcmp(filename, "glsl/default.glsl"))
        {
+               if (builtinonly)
+                       return R_ShaderStrCat(builtinshaderstrings);
                if (!glslshaderstring)
                {
                        glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
                        if (glslshaderstring)
                                Con_DPrintf("Loading shaders from file %s...\n", filename);
                        else
-                               glslshaderstring = (char *)builtinshaderstring;
+                               glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
                }
                shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
                memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
                return shaderstring;
        }
+       if (!strcmp(filename, "hlsl/default.hlsl"))
+       {
+               if (builtinonly)
+                       return R_ShaderStrCat(builtinhlslshaderstrings);
+               if (!hlslshaderstring)
+               {
+                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (hlslshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
+               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
+               return shaderstring;
+       }
+       // we don't have builtin strings for any other files
+       if (builtinonly)
+               return NULL;
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -1009,7 +1052,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        int i;
        int sampler;
        shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
-       char *vertexstring, *geometrystring, *fragmentstring;
+       char *sourcestring;
        char permutationname[256];
        int vertstrings_count = 0;
        int geomstrings_count = 0;
@@ -1024,11 +1067,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        p->program = 0;
 
        permutationname[0] = 0;
-       vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
+       sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
 
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
 
        // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
        if(vid.support.gl20shaders130)
@@ -1082,17 +1123,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        fragstrings_count += shaderstaticparms_count;
 
        // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
+       vertstrings_list[vertstrings_count++] = sourcestring;
+       geomstrings_list[geomstrings_count++] = sourcestring;
+       fragstrings_list[fragstrings_count++] = sourcestring;
 
        // compile the shader program
        if (vertstrings_count + geomstrings_count + fragstrings_count)
@@ -1258,12 +1291,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
 
        // free the strings
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
+       if (sourcestring)
+               Mem_Free(sourcestring);
 }
 
 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
@@ -1295,7 +1324,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int per
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
                                        qglUseProgram(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
@@ -1436,35 +1465,6 @@ static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned
        return p;
 }
 
-static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
-{
-       char *shaderstring;
-       if (!filename || !filename[0])
-               return NULL;
-       if (!strcmp(filename, "hlsl/default.hlsl"))
-       {
-               if (!hlslshaderstring)
-               {
-                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (hlslshaderstring)
-                               Con_DPrintf("Loading shaders from file %s...\n", filename);
-                       else
-                               hlslshaderstring = (char *)builtinhlslshaderstring;
-               }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
-               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
-               return shaderstring;
-       }
-       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-       if (shaderstring)
-       {
-               if (printfromdisknotice)
-                       Con_DPrintf("from disk %s... ", filename);
-               return shaderstring;
-       }
-       return shaderstring;
-}
-
 #include <d3dx9.h>
 //#include <d3dx9shader.h>
 //#include <d3dx9mesh.h>
@@ -1613,7 +1613,7 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
        int geomstring_length = 0;
        int fragstring_length = 0;
        char *t;
-       char *vertexstring, *geometrystring, *fragmentstring;
+       char *sourcestring;
        char *vertstring, *geomstring, *fragstring;
        char permutationname[256];
        char cachename[256];
@@ -1632,11 +1632,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
 
        permutationname[0] = 0;
        cachename[0] = 0;
-       vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
+       sourcestring = R_GetShaderText(modeinfo->filename, true, false);
 
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
        strlcat(cachename, "hlsl/", sizeof(cachename));
 
        // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
@@ -1695,17 +1693,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
                        cachename[i] = '_';
 
        // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
+       vertstrings_list[vertstrings_count++] = sourcestring;
+       geomstrings_list[geomstrings_count++] = sourcestring;
+       fragstrings_list[fragstrings_count++] = sourcestring;
 
        vertstring_length = 0;
        for (i = 0;i < vertstrings_count;i++)
@@ -1743,12 +1733,8 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
                Mem_Free(geomstring);
        if (fragstring)
                Mem_Free(fragstring);
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
+       if (sourcestring)
+               Mem_Free(sourcestring);
 }
 
 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
@@ -1794,7 +1780,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
                                        r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
                                        return; // no bit left to clear, entire mode is broken
                                }
@@ -1820,10 +1806,10 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per
 void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
-       if (glslshaderstring && glslshaderstring != builtinshaderstring)
+       if (glslshaderstring)
                Mem_Free(glslshaderstring);
        glslshaderstring = NULL;
-       if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
+       if (hlslshaderstring)
                Mem_Free(hlslshaderstring);
        hlslshaderstring = NULL;
        switch(vid.renderpath)
@@ -1883,42 +1869,44 @@ void R_GLSL_Restart_f(void)
 
 static void R_GLSL_DumpShader_f(void)
 {
-       int i;
+       int i, language, mode, dupe;
+       char *text;
+       shadermodeinfo_t *modeinfo;
        qfile_t *file;
 
-       file = FS_OpenRealFile("glsl/default.glsl", "w", false);
-       if (file)
+       for (language = 0;language < 2;language++)
        {
-               FS_Print(file, "/* The engine may define the following macros:\n");
-               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-               for (i = 0;i < SHADERMODE_COUNT;i++)
-                       FS_Print(file, glslshadermodeinfo[i].pretext);
-               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       FS_Print(file, shaderpermutationinfo[i].pretext);
-               FS_Print(file, "*/\n");
-               FS_Print(file, builtinshaderstring);
-               FS_Close(file);
-               Con_Printf("glsl/default.glsl written\n");
-       }
-       else
-               Con_Printf("failed to write to glsl/default.glsl\n");
-
-       file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
-       if (file)
-       {
-               FS_Print(file, "/* The engine may define the following macros:\n");
-               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-               for (i = 0;i < SHADERMODE_COUNT;i++)
-                       FS_Print(file, hlslshadermodeinfo[i].pretext);
-               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       FS_Print(file, shaderpermutationinfo[i].pretext);
-               FS_Print(file, "*/\n");
-               FS_Print(file, builtinhlslshaderstring);
-               FS_Close(file);
-               Con_Printf("hlsl/default.hlsl written\n");
+               modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
+               for (mode = 0;mode < SHADERMODE_COUNT;mode++)
+               {
+                       // don't dump the same file multiple times (most or all shaders come from the same file)
+                       for (dupe = mode - 1;dupe >= 0;dupe--)
+                               if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
+                                       break;
+                       if (dupe >= 0)
+                               continue;
+                       text = R_GetShaderText(modeinfo[mode].filename, false, true);
+                       if (!text)
+                               continue;
+                       file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
+                       if (file)
+                       {
+                               FS_Print(file, "/* The engine may define the following macros:\n");
+                               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+                               for (i = 0;i < SHADERMODE_COUNT;i++)
+                                       FS_Print(file, modeinfo[i].pretext);
+                               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                                       FS_Print(file, shaderpermutationinfo[i].pretext);
+                               FS_Print(file, "*/\n");
+                               FS_Print(file, text);
+                               FS_Close(file);
+                               Con_Printf("%s written\n", modeinfo[mode].filename);
+                       }
+                       else
+                               Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
+                       Mem_Free(text);
+               }
        }
-       else
-               Con_Printf("failed to write to hlsl/default.hlsl\n");
 }
 
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
@@ -2037,41 +2025,6 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean
        }
 }
 
-void R_SetupShader_ShowDepth(qboolean notrippy)
-{
-       int permutation = 0;
-       if (r_trippy.integer && !notrippy)
-               permutation |= SHADERPERMUTATION_TRIPPY;
-       if (vid.allowalphatocoverage)
-               GL_AlphaToCoverage(false);
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTHLSL
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               break;
-       case RENDERPATH_GL11:
-               break;
-       case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
-               break;
-       }
-}
-
 extern qboolean r_shadow_usingdeferredprepass;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
index baf69f52553931a5577f067aa05f50c3cb701bf4..f0c23bfea06600ea9c89410cfd5c840728a4daec 100644 (file)
@@ -4861,14 +4861,6 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        // outside the usable area
        GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
 
-#if 0
-       // debugging
-       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
-       R_SetupShader_ShowDepth(true);
-       GL_ColorMask(1,1,1,1);
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-#endif
-
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                ent = r_refdef.scene.entities[i];
index fef5d46f19d53eb2b6451906fe9b3e5210c19e40..d567b5425312fae24d9ecdba388197c297e7ec83 100644 (file)
--- a/render.h
+++ b/render.h
@@ -472,7 +472,6 @@ rsurfacepass_t;
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha);
 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy);
 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal);
-void R_SetupShader_ShowDepth(qboolean notrippy);
 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane, qboolean notrippy);
 void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
 
index cc0f88b12bebd4d1c9618b79205fbde73c0ddddd..b0993440bc870434fbfec275eab69ecc4427814c 100644 (file)
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"#ifdef USECELSHADING\n"
-"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
-"# else\n"
-"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
-"# endif\n"
-"#else\n"
-"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n"
-"# else\n"
-"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef GLSL130\n"
-"precision highp float;\n"
-"# ifdef VERTEX_SHADER\n"
-"#  define dp_varying out\n"
-"#  define dp_attribute in\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
-"out vec4 dp_FragColor;\n"
-"#  define dp_varying in\n"
-"#  define dp_attribute in\n"
-"# endif\n"
-"# define dp_offsetmapping_dFdx dFdx\n"
-"# define dp_offsetmapping_dFdy dFdy\n"
-"# define dp_textureGrad textureGrad\n"
-"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n"
-"# define dp_texture2D texture\n"
-"# define dp_texture3D texture\n"
-"# define dp_textureCube texture\n"
-"# define dp_shadow2D(a,b) float(texture(a,b))\n"
-"#else\n"
-"# ifdef FRAGMENT_SHADER\n"
-"#  define dp_FragColor gl_FragColor\n"
-"# endif\n"
-"# define dp_varying varying\n"
-"# define dp_attribute attribute\n"
-"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n"
-"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n"
-"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n"
-"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n"
-"# define dp_texture2D texture2D\n"
-"# define dp_texture3D texture3D\n"
-"# define dp_textureCube textureCube\n"
-"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
-"#endif\n"
-"\n"
-"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
-"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
-"#ifndef GL_ES\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEPTHRGB\n"
-"      // for 565 RGB we'd need to use different multipliers\n"
-"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n"
-"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n"
-"#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"dp_attribute vec4 Attrib_Position;  // vertex\n"
-"dp_attribute vec4 Attrib_Color;     // color\n"
-"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n"
-"dp_attribute vec3 Attrib_TexCoord1; // svector\n"
-"dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
-"dp_attribute vec3 Attrib_TexCoord3; // normal\n"
-"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
-"#ifdef USESKELETAL\n"
-"//uniform mat4 Skeletal_Transform[128];\n"
-"uniform vec4 Skeletal_Transform12[768];\n"
-"dp_attribute vec4 Attrib_SkeletalIndex;\n"
-"dp_attribute vec4 Attrib_SkeletalWeight;\n"
-"#endif\n"
-"#endif\n"
-"dp_varying mediump vec4 VertexColor;\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
-"# define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n"
-"# define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"#   extension GL_EXT_gpu_shader4 : enable\n"
-"# endif\n"
-"# ifdef GL_ARB_texture_gather\n"
-"#   extension GL_ARB_texture_gather : enable\n"
-"# else\n"
-"#   ifdef GL_AMD_texture_texture4\n"
-"#     extension GL_AMD_texture_texture4 : enable\n"
-"#   endif\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"//#ifdef USESHADOWSAMPLER\n"
-"//# extension GL_ARB_shadow : enable\n"
-"//#endif\n"
-"\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3 half3\n"
-"//# define myhalf4 half4\n"
-"//# define cast_myhalf half\n"
-"//# define cast_myhalf2 half2\n"
-"//# define cast_myhalf3 half3\n"
-"//# define cast_myhalf4 half4\n"
-"//#else\n"
-"# define myhalf mediump float\n"
-"# define myhalf2 mediump vec2\n"
-"# define myhalf3 mediump vec3\n"
-"# define myhalf4 mediump vec4\n"
-"# define cast_myhalf float\n"
-"# define cast_myhalf2 vec2\n"
-"# define cast_myhalf3 vec3\n"
-"# define cast_myhalf4 vec4\n"
-"//#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 ModelViewProjectionMatrix;\n"
-"#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"#ifdef USETRIPPY\n"
-"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
-"// tweaked scale\n"
-"uniform highp float ClientTime;\n"
-"vec4 TrippyVertex(vec4 position)\n"
-"{\n"
-"      float worldTime = ClientTime;\n"
-"      // tweaked for Quake\n"
-"      worldTime *= 10.0;\n"
-"      position *= 0.125;\n"
-"      //~tweaked for Quake\n"
-"      float distanceSquared = (position.x * position.x + position.z * position.z);\n"
-"      position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
-"      float y = position.y;\n"
-"      float x = position.x;\n"
-"      float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
-"      position.y = x*sin(om)+y*cos(om);\n"
-"      position.x = x*cos(om)-y*sin(om);\n"
-"      return position;\n"
-"}\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"dp_varying highp float Depth;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-"      vec4 sw = Attrib_SkeletalWeight;\n"
-"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"      Depth = gl_Position.z;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEDEPTHRGB\n"
-"      dp_FragColor = encodedepthmacro(Depth);\n"
-"#else\n"
-"      dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-"      vec4 sw = Attrib_SkeletalWeight;\n"
-"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      dp_FragColor = VertexColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"dp_varying mediump vec2 TexCoord1;\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      TexCoord1 = Attrib_TexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-"      TexCoord2 = Attrib_TexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler2D Texture_Second;\n"
-"uniform mediump vec4 BloomColorSubtract;\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_GammaRamps;\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform mediump float Saturation;\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform mediump vec4 ViewTintColor;\n"
-"#endif\n"
-"//uncomment these if you want to use them:\n"
-"uniform mediump vec4 UserVec1;\n"
-"uniform mediump vec4 UserVec2;\n"
-"// uniform mediump vec4 UserVec3;\n"
-"// uniform mediump vec4 UserVec4;\n"
-"// uniform highp float ClientTime;\n"
-"uniform mediump vec2 PixelSize;\n"
-"void main(void)\n"
-"{\n"
-"      dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-"      dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"      dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"      float sobel = 1.0;\n"
-"      // vec2 ts = textureSize(Texture_First, 0);\n"
-"      // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
-"      vec2 px = PixelSize;\n"
-"      vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-"      vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
-"      vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
-"      vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-"      vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
-"      vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-"      vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-"      vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
-"      vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-"      float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
-"      float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
-"      float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
-"      float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
-"      float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
-"      float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
-"      float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
-"      float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
-"      float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
-"      float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
-"      float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
-"      float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
-"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-"      dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
-"#endif\n"
-"\n"
-"#ifdef USESATURATION\n"
-"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-"      float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
-"      // 'vampire sight' effect, wheres red is compensated\n"
-"      #ifdef SATURATION_REDCOMPENSATE\n"
-"              float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
-"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
-"              dp_FragColor.r += rboost;\n"
-"      #else\n"
-"              // normal desaturation\n"
-"              //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n"
-"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n"
-"      #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
-"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
-"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef USEDIFFUSE\n"
-"dp_varying mediump vec2 TexCoord1;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"#endif\n"
-"uniform myhalf Alpha;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-"      vec4 sw = Attrib_SkeletalWeight;\n"
-"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-"      VertexColor = Attrib_Color;\n"
-"#ifdef USEDIFFUSE\n"
-"      TexCoord1 = Attrib_TexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      TexCoord2 = Attrib_TexCoord1.xy;\n"
-"#endif\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler2D Texture_First;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler2D Texture_Second;\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_GammaRamps;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEVIEWTINT\n"
-"      dp_FragColor = VertexColor;\n"
-"#else\n"
-"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"# ifdef USEREFLECTCUBE\n"
-"      // suppress texture alpha\n"
-"      dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n"
-"# else\n"
-"      dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-"      dp_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-"      dp_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
-"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
-"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"#ifdef USEALPHAKILL\n"
-"      dp_FragColor.a *= Alpha;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-"      VertexColor = Attrib_Color;\n"
-"      TexCoord = Attrib_TexCoord0.xy;\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"uniform mediump vec4 BloomBlur_Parameters;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      int i;\n"
-"      vec2 tc = TexCoord;\n"
-"      vec3 color = dp_texture2D(Texture_First, tc).rgb;\n"
-"      tc += BloomBlur_Parameters.xy;\n"
-"      for (i = 1;i < SAMPLES;i++)\n"
-"      {\n"
-"              color += dp_texture2D(Texture_First, tc).rgb;\n"
-"              tc += BloomBlur_Parameters.xy;\n"
-"      }\n"
-"      dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-"      vec4 sw = Attrib_SkeletalWeight;\n"
-"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      VertexColor = Attrib_Color;\n"
-"#endif\n"
-"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 RefractColor;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"uniform highp float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform highp vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n"
-"      vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
-"#else\n"
-"      vec2 distort = DistortScaleRefractReflect.xy;\n"
-"      vec4 refractcolor = RefractColor;\n"
-"#endif\n"
-"      #ifdef USENORMALMAPSCROLLBLEND\n"
-"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n"
-"      #else\n"
-"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n"
-"      #endif\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"dp_varying mediump vec2 TexCoord;\n"
-"dp_varying highp vec3 EyeVector;\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp vec3 EyePosition;\n"
-"uniform highp mat4 TexMatrix;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-"      vec4 sw = Attrib_SkeletalWeight;\n"
-"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n"
-"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
-"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
-"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#define Attrib_TexCoord1 SkeletalSVector\n"
-"#define Attrib_TexCoord2 SkeletalTVector\n"
-"#define Attrib_TexCoord3 SkeletalNormal\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      VertexColor = Attrib_Color;\n"
-"#endif\n"
-"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
-"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-"      EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-"      EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 RefractColor;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"uniform mediump float ReflectFactor;\n"
-"uniform mediump float ReflectOffset;\n"
-"uniform highp float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform highp vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"      // slight water animation via 2 layer scrolling (todo: tweak)\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n"
-"      float reflectoffset = ReflectOffset * VertexColor.a;\n"
-"      float reflectfactor = ReflectFactor * VertexColor.a;\n"
-"      vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n"
-"#else\n"
-"      vec4 distort = DistortScaleRefractReflect;\n"
-"      float reflectoffset = ReflectOffset;\n"
-"      float reflectfactor = ReflectFactor;\n"
-"      vec4 refractcolor = RefractColor;\n"
-"#endif\n"
-"      #ifdef USENORMALMAPSCROLLBLEND\n"
-"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n"
-"      #else\n"
-"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n"
-"      #endif\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
-"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
-"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
-"      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
-"      dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"dp_varying mediump vec2 TexCoord2;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"dp_varying mediump vec3 CubeVector;\n"
-"#endif\n"
-"\n"
-"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
-"dp_varying mediump vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#ifdef USEEYEVECTOR\n"
-"dp_varying highp vec4 EyeVectorFogDepth;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
-"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n"
-"#else\n"
-"# ifdef USEFOG\n"
-"dp_varying highp vec3 EyeVectorModelSpace;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"dp_varying highp vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform highp vec3 LightPosition;\n"
-"dp_varying highp vec4 ModelViewPosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform highp vec3 LightPosition;\n"
-"#endif\n"
-"uniform highp vec3 EyePosition;\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform highp vec3 LightDir;\n"
-"#endif\n"
-"uniform highp vec4 FogPlane;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"dp_varying highp vec3 ShadowMapTC;\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"dp_varying highp vec3 BounceGridTexCoord;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"dp_varying highp float Depth;\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Color;\n"
-"uniform sampler2D Texture_Gloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler2D Texture_SecondaryNormal;\n"
-"uniform sampler2D Texture_SecondaryColor;\n"
-"uniform sampler2D Texture_SecondaryGloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_SecondaryGlow;\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"uniform sampler2D Texture_FogHeightTexture;\n"
-"#endif\n"
-"uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler2D Texture_Reflection;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenNormalMap;\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"#ifdef USECELOUTLINES\n"
-"uniform sampler2D Texture_ScreenNormalMap;\n"
-"#endif\n"
-"uniform sampler2D Texture_ScreenDiffuse;\n"
-"uniform sampler2D Texture_ScreenSpecular;\n"
-"#endif\n"
-"\n"
-"uniform mediump vec3 Color_Pants;\n"
-"uniform mediump vec3 Color_Shirt;\n"
-"uniform mediump vec3 FogColor;\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform highp float FogRangeRecip;\n"
-"uniform highp float FogPlaneViewDist;\n"
-"uniform highp float FogHeightFade;\n"
-"vec3 FogVertex(vec4 surfacecolor)\n"
-"{\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
-"      vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
-"#endif\n"
-"      float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"
-"      float fogfrac;\n"
-"       vec3 fc = FogColor;\n"
-"#ifdef USEFOGALPHAHACK\n"
-"      fc *= surfacecolor.a;\n"
-"#endif\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"      vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-"      fogfrac = fogheightpixel.a;\n"
-"      return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-"      return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
-"uniform mediump float OffsetMapping_Bias;\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-"uniform mediump float OffsetMapping_LodDistance;\n"
-"#endif\n"
-"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
-"{\n"
-"      float i;\n"
-"      // distance-based LOD\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-"      //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"      //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"      mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"      // stupid workaround because 1-step and 2-step reliefmapping is void\n"
-"      mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
-"#else\n"
-"      mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
-"#endif\n"
-"      mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
-"      mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"#else\n"
-"      #define ScaleSteps OffsetMapping_ScaleSteps\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"      float f;\n"
-"      // 14 sample relief mapping: linear search and then binary search\n"
-"      // this basically steps forward a small amount repeatedly until it finds\n"
-"      // itself inside solid, then jitters forward and back using decreasing\n"
-"      // amounts to find the impact\n"
-"      //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
-"      //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
-"      vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
-"      vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
-"      OffsetVector *= ScaleSteps.z;\n"
-"      for(i = 1.0; i < ScaleSteps.y; ++i)\n"
-"              RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
-"              RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
-"      return RT.xy;\n"
-"#else\n"
-"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
-"      vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
-"      OffsetVector *= ScaleSteps.z;\n"
-"      for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-"              TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-"      return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCube Texture_CubeProjection;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform mediump vec2 ShadowMap_TextureScale;\n"
-"uniform mediump vec4 ShadowMap_Parameters;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"#  ifdef USESHADOWMAPVSDCT\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-"      vec3 adir = abs(dir);\n"
-"      float m = max(max(adir.x, adir.y), adir.z);\n"
-"      vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n"
-"#ifdef USEDEPTHRGB\n"
-"      return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
-"#else\n"
-"      vec2 mparams = ShadowMap_Parameters.xy / m;\n"
-"      return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
-"#endif\n"
-"}\n"
-"#  else\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-"      vec3 adir = abs(dir);\n"
-"      float m; vec4 proj;\n"
-"      if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
-"      if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n"
-"#ifdef USEDEPTHRGB\n"
-"      return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n"
-"#else\n"
-"      vec2 mparams = ShadowMap_Parameters.xy / m;\n"
-"      return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
-"#endif\n"
-"}\n"
-"#  endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-"      float f;\n"
-"\n"
-"#  ifdef USEDEPTHRGB\n"
-"#   ifdef USESHADOWMAPPCF\n"
-"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n"
-"#    if USESHADOWMAPPCF > 1\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
-"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#    else\n"
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"#    endif\n"
-"#   else\n"
-"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n"
-"#   endif\n"
-"#  else\n"
-"#   ifdef USESHADOWSAMPLER\n"
-"#     ifdef USESHADOWMAPPCF\n"
-"#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  \n"
-"      vec2 offset = fract(shadowmaptc.xy - 0.5);\n"
-"   vec4 size = vec4(offset + 1.0, 2.0 - offset);\n"
-"#       if USESHADOWMAPPCF > 1\n"
-"   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n"
-"   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n"
-"      f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n"
-"              (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n"
-"              (4.0/25.0)*texval(center);\n"
-"#       else\n"
-"      vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n"
-"      f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n"
-"#       endif        \n"
-"#     else\n"
-"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
-"#     endif\n"
-"#   else\n"
-"#     ifdef USESHADOWMAPPCF\n"
-"#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#       ifdef GL_ARB_texture_gather\n"
-"#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
-"#       else\n"
-"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
-"#       endif\n"
-"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#       if USESHADOWMAPPCF > 1\n"
-"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
-"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
-"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
-"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
-"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
-"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
-"      vec4 locols = vec4(group1.ab, group3.ab);\n"
-"      vec4 hicols = vec4(group7.rg, group9.rg);\n"
-"      locols.yz += group2.ab;\n"
-"      hicols.yz += group8.rg;\n"
-"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
-"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
-"                              mix(locols, hicols, offset.y);\n"
-"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
-"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
-"      f = dot(cols, vec4(1.0/25.0));\n"
-"#      else\n"
-"      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"      vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
-"                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#       endif\n"
-"#      else\n"
-"#       ifdef GL_EXT_gpu_shader4\n"
-"#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n"
-"#       else\n"
-"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
-"#       endif\n"
-"#       if USESHADOWMAPPCF > 1\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
-"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"#       else\n"
-"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"#       endif\n"
-"#      endif\n"
-"#     else\n"
-"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#     endif\n"
-"#   endif\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform highp mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"uniform highp mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-"      vec4 sw = Attrib_SkeletalWeight;\n"
-"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n"
-"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
-"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
-"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#define Attrib_TexCoord1 SkeletalSVector\n"
-"#define Attrib_TexCoord2 SkeletalTVector\n"
-"#define Attrib_TexCoord3 SkeletalNormal\n"
-"#endif\n"
-"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      VertexColor = Attrib_Color;\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-"      EyeVectorFogDepth.w = 0.0;\n"
-"#endif\n"
-"\n"
-"      VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n"
-"      VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
-"      VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"      Depth = (ModelViewMatrix * Attrib_Position).z;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
-"      float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-"      //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n"
-"      //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
-"#else\n"
-"      vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n"
-"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
-"#endif\n"
-"\n"
-"      vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
-"      dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-"      ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform highp mat4 ViewToLight;\n"
-"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform highp vec2 ScreenToDepth;\n"
-"uniform myhalf3 DeferredColor_Ambient;\n"
-"uniform myhalf3 DeferredColor_Diffuse;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf3 DeferredColor_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#endif\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"void main(void)\n"
-"{\n"
-"      // calculate viewspace pixel position\n"
-"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      vec3 position;\n"
-"      // get the geometry information (depth, normal, specular exponent)\n"
-"      myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-"      // decode viewspace pixel normal\n"
-"//    myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
-"      myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
-"      // decode viewspace pixel position\n"
-"//    position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
-"      position.z = normalmap.b;\n"
-"//    position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"\n"
-"      // now do the actual shading\n"
-"      // surfacenormal = pixel normal in viewspace\n"
-"      // LightVector = pixel to light in viewspace\n"
-"      // CubeVector = pixel in lightspace\n"
-"      // eyenormal = pixel to view direction in viewspace\n"
-"      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
-"      myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#ifdef USEDIFFUSE\n"
-"      // calculate diffuse shading\n"
-"      myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
-"SHADEDIFFUSE\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      // calculate directional shading\n"
-"      myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n"
-"SHADESPECULAR(SpecularPower * normalmap.a)\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"      gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"# ifdef USECUBEFILTER\n"
-"      vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData[0].rgb *= cubecolor;\n"
-"      gl_FragData[1].rgb *= cubecolor;\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEDIFFUSE\n"
-"      gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"# else\n"
-"      gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"# endif\n"
-"# ifdef USECUBEFILTER\n"
-"      vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragColor.rgb *= cubecolor;\n"
-"# endif\n"
-"#endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform highp mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform highp mat4 ModelToLight;\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform highp mat4 ShadowMapMatrix;\n"
-"#endif\n"
-"#ifdef USEBOUNCEGRID\n"
-"uniform highp mat4 BounceGridMatrix;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USESKELETAL\n"
-"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
-"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
-"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
-"      vec4 sw = Attrib_SkeletalWeight;\n"
-"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
-"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
-"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
-"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
-"//    ivec4 si = ivec4(Attrib_SkeletalIndex);\n"
-"//    mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n"
-"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n"
-"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
-"      SkeletalVertex.w = 1.0;\n"
-"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
-"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
-"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
-"#define Attrib_Position SkeletalVertex\n"
-"#define Attrib_TexCoord1 SkeletalSVector\n"
-"#define Attrib_TexCoord2 SkeletalTVector\n"
-"#define Attrib_TexCoord3 SkeletalNormal\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
-"      VertexColor = Attrib_Color;\n"
-"#endif\n"
-"      // copy the surface texcoord\n"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n"
-"#else\n"
-"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"      BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n"
-"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
-"      BounceGridTexCoord.z *= 0.125;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // transform vertex position into light attenuation/cubemap space\n"
-"      // (-1 to +1 across the light box)\n"
-"      CubeVector = vec3(ModelToLight * Attrib_Position);\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-"      // transform unnormalized light direction into tangent space\n"
-"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
-"      //  normalize it per pixel)\n"
-"      vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n"
-"      LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n"
-"      LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n"
-"      LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-"      LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n"
-"      LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n"
-"      LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n"
-"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n"
-"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n"
-"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
-"#ifdef USEFOG\n"
-"      EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n"
-"#else\n"
-"      EyeVectorFogDepth.w = 0.0;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
-"# ifdef USEFOG\n"
-"      VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n"
-"      VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n"
-"      VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n"
-"# else\n"
-"      VectorS = vec4(Attrib_TexCoord1, 0);\n"
-"      VectorT = vec4(Attrib_TexCoord2, 0);\n"
-"      VectorR = vec4(Attrib_TexCoord3, 0);\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEFOG\n"
-"      EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"      // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
-"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"uniform myhalf3 DeferredMod_Diffuse;\n"
-"uniform myhalf3 DeferredMod_Specular;\n"
-"#endif\n"
-"uniform myhalf3 Color_Ambient;\n"
-"uniform myhalf3 Color_Diffuse;\n"
-"uniform myhalf3 Color_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#ifdef USEGLOW\n"
-"uniform myhalf3 Color_Glow;\n"
-"#endif\n"
-"uniform myhalf Alpha;\n"
-"#ifdef USEREFLECTION\n"
-"uniform mediump vec4 DistortScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenScaleRefractReflect;\n"
-"uniform mediump vec4 ScreenCenterRefractReflect;\n"
-"uniform mediump vec4 ReflectColor;\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform highp mat4 ModelToReflectCube;\n"
-"uniform sampler2D Texture_ReflectMask;\n"
-"uniform samplerCube Texture_ReflectCube;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef USEBOUNCEGRID\n"
-"uniform sampler3D Texture_BounceGrid;\n"
-"uniform float BounceGridIntensity;\n"
-"uniform highp mat4 BounceGridMatrix;\n"
-"#endif\n"
-"uniform highp float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform highp vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"# define TexCoord TexCoordOffset\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n"
-"# define TexCoord TexCoordSurfaceLightmap.xy\n"
-"#endif\n"
-"\n"
-"      // combine the diffuse textures (base, pants, shirt)\n"
-"      myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n"
-"#ifdef USEALPHAKILL\n"
-"      if (color.a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"      color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-"      color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"#ifdef USEBOTHALPHAS\n"
-"      myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n"
-"      myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n"
-"      color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n"
-"#else\n"
-"      myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n"
-"      //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n"
-"      //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n"
-"      color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
-"#endif\n"
-"      color.a = 1.0;\n"
-"      //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      color.a *= VertexColor.a;\n"
-"#endif\n"
-"\n"
-"      // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n"
-"#else\n"
-"      myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n"
-"#endif\n"
-"\n"
-"      // get the material colors\n"
-"      myhalf3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n"
-"# else\n"
-"      myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-"      vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n"
-"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n"
-"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
-"      diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // light source\n"
-"#ifdef USEDIFFUSE\n"
-"      myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
-"SHADEDIFFUSE\n"
-"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"SHADESPECULAR(SpecularPower * glosstex.a)\n"
-"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-"      color.rgb *= LightColor;\n"
-"      color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-"      color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n"
-"# endif\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"      #define SHADING\n"
-"      #ifdef USEDIFFUSE\n"
-"              myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
-"      #endif\n"
-"      #define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"   #define SHADING\n"
-"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-"      myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-"      // convert modelspace light vector to tangentspace\n"
-"      myhalf3 lightnormal;\n"
-"      lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n"
-"      lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n"
-"      lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n"
-"      lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
-"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"   #define SHADING\n"
-"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"      myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
-"      #define SHADING\n"
-"      // forced deluxemap on lightmapped/vertexlit surfaces\n"
-"      myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n"
-"   #ifdef USELIGHTMAP\n"
-"              myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"
-"   #else\n"
-"              myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n"
-"   #endif\n"
-"#endif\n"
-"#ifdef MODE_FAKELIGHT\n"
-"      #define SHADING\n"
-"      myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n"
-"      myhalf3 lightcolor = cast_myhalf3(1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-"      color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-"      color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-"SHADEDIFFUSE\n"
-"#  ifdef USESPECULAR\n"
-"SHADESPECULAR(SpecularPower * glosstex.a)\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"#  else\n"
-"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"#  endif\n"
-"# else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
-"//    color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n"
-"#endif\n"
-"\n"
-"#ifdef USEBOUNCEGRID\n"
-"#ifdef USEBOUNCEGRIDDIRECTIONAL\n"
-"//    myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));\n"
-"//    myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n"
-"      myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n"
-"      myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n"
-"      myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n"
-"      myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n"
-"      myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n"
-"      myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n"
-"      myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n"
-"      myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n"
-"      myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n"
-"//    bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n"
-"      myhalf3 bouncegrid_light = cast_myhalf3(\n"
-"              dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n"
-"              dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n"
-"              dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n"
-"      color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n"
-"//    color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n"
-"#else\n"
-"      color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n"
-"#else\n"
-"      color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USECELOUTLINES\n"
-"# ifdef USEDEFERREDLIGHTMAP\n"
-"//    vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-"      vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n"
-"      vec4 DepthNeighbors;\n"
-"\n"
-"      // enable to test ink on white geometry\n"
-"//    color.rgb = vec3(1.0, 1.0, 1.0);\n"
-"\n"
-"      // note: this seems to be negative\n"
-"      float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n"
-"\n"
-"      // edge detect method\n"
-"//    DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n"
-"//    DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n"
-"//    DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n"
-"//    DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n"
-"//    float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n"
-"//    float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n"
-"//    color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n"
-"//    color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n"
-"\n"
-"      // shadow method\n"
-"      float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n"
-"//    float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n"
-"//    float DepthScale1 = 0.003;\n"
-"      float DepthScale2 = DepthScale1 / 2.0;\n"
-"//    float DepthScale3 = DepthScale1 / 4.0;\n"
-"      float DepthBias1 = -DepthCenter * DepthScale1;\n"
-"      float DepthBias2 = -DepthCenter * DepthScale2;\n"
-"//    float DepthBias3 = -DepthCenter * DepthScale3;\n"
-"      float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)\n"
-"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)\n"
-"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n"
-"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)\n"
-"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)\n"
-"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)\n"
-"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n"
-"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)\n"
-"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)\n"
-"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)\n"
-"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n"
-"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)\n"
-"                        - 0.0;\n"
-"      color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n"
-"//    color.r = DepthCenter / -1024.0;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      color.rgb = FogVertex(color);\n"
-"#endif\n"
-"\n"
-"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
-"#ifdef USEREFLECTION\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-"      #ifdef USENORMALMAPSCROLLBLEND\n"
-"# ifdef USEOFFSETMAPPING\n"
-"              vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"# else\n"
-"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-"# endif\n"
-"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
-"      #else\n"
-"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
-"      #endif\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-"      dp_FragColor = vec4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
+"// written by Forest 'LordHavoc' Hale\n",
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
+"\n",
+"#ifdef USECELSHADING\n",
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n",
+"# else\n",
+"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n",
+"# endif\n",
+"#else\n",
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"# ifdef USEEXACTSPECULARMATH\n",
+"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n",
+"# else\n",
+"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef GLSL130\n",
+"precision highp float;\n",
+"# ifdef VERTEX_SHADER\n",
+"#  define dp_varying out\n",
+"#  define dp_attribute in\n",
+"# endif\n",
+"# ifdef FRAGMENT_SHADER\n",
+"out vec4 dp_FragColor;\n",
+"#  define dp_varying in\n",
+"#  define dp_attribute in\n",
+"# endif\n",
+"# define dp_offsetmapping_dFdx dFdx\n",
+"# define dp_offsetmapping_dFdy dFdy\n",
+"# define dp_textureGrad textureGrad\n",
+"# define dp_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n",
+"# define dp_texture2D texture\n",
+"# define dp_texture3D texture\n",
+"# define dp_textureCube texture\n",
+"# define dp_shadow2D(a,b) float(texture(a,b))\n",
+"#else\n",
+"# ifdef FRAGMENT_SHADER\n",
+"#  define dp_FragColor gl_FragColor\n",
+"# endif\n",
+"# define dp_varying varying\n",
+"# define dp_attribute attribute\n",
+"# define dp_offsetmapping_dFdx(a) vec2(0.0, 0.0)\n",
+"# define dp_offsetmapping_dFdy(a) vec2(0.0, 0.0)\n",
+"# define dp_textureGrad(a,b,c,d) texture2D(a,b)\n",
+"# define dp_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n",
+"# define dp_texture2D texture2D\n",
+"# define dp_texture3D texture3D\n",
+"# define dp_textureCube textureCube\n",
+"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n",
+"#endif\n",
+"\n",
+"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n",
+"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n",
+"#ifndef GL_ES\n",
+"#define lowp\n",
+"#define mediump\n",
+"#define highp\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEPTHRGB\n",
+"      // for 565 RGB we'd need to use different multipliers\n",
+"#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n",
+"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"dp_attribute vec4 Attrib_Position;  // vertex\n",
+"dp_attribute vec4 Attrib_Color;     // color\n",
+"dp_attribute vec4 Attrib_TexCoord0; // material texcoords\n",
+"dp_attribute vec3 Attrib_TexCoord1; // svector\n",
+"dp_attribute vec3 Attrib_TexCoord2; // tvector\n",
+"dp_attribute vec3 Attrib_TexCoord3; // normal\n",
+"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n",
+"#ifdef USESKELETAL\n",
+"//uniform mat4 Skeletal_Transform[128];\n",
+"uniform vec4 Skeletal_Transform12[768];\n",
+"dp_attribute vec4 Attrib_SkeletalIndex;\n",
+"dp_attribute vec4 Attrib_SkeletalWeight;\n",
+"#endif\n",
+"#endif\n",
+"dp_varying mediump vec4 VertexColor;\n",
+"\n",
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
+"# define USEFOG\n",
+"#endif\n",
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
+"# define USELIGHTMAP\n",
+"#endif\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n",
+"# define USEEYEVECTOR\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef GL_EXT_gpu_shader4\n",
+"#   extension GL_EXT_gpu_shader4 : enable\n",
+"# endif\n",
+"# ifdef GL_ARB_texture_gather\n",
+"#   extension GL_ARB_texture_gather : enable\n",
+"# else\n",
+"#   ifdef GL_AMD_texture_texture4\n",
+"#     extension GL_AMD_texture_texture4 : enable\n",
+"#   endif\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"//#ifdef USESHADOWSAMPLER\n",
+"//# extension GL_ARB_shadow : enable\n",
+"//#endif\n",
+"\n",
+"//#ifdef __GLSL_CG_DATA_TYPES\n",
+"//# define myhalf half\n",
+"//# define myhalf2 half2\n",
+"//# define myhalf3 half3\n",
+"//# define myhalf4 half4\n",
+"//# define cast_myhalf half\n",
+"//# define cast_myhalf2 half2\n",
+"//# define cast_myhalf3 half3\n",
+"//# define cast_myhalf4 half4\n",
+"//#else\n",
+"# define myhalf mediump float\n",
+"# define myhalf2 mediump vec2\n",
+"# define myhalf3 mediump vec3\n",
+"# define myhalf4 mediump vec4\n",
+"# define cast_myhalf float\n",
+"# define cast_myhalf2 vec2\n",
+"# define cast_myhalf3 vec3\n",
+"# define cast_myhalf4 vec4\n",
+"//#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 ModelViewProjectionMatrix;\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"#ifdef USETRIPPY\n",
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
+"// tweaked scale\n",
+"uniform highp float ClientTime;\n",
+"vec4 TrippyVertex(vec4 position)\n",
+"{\n",
+"      float worldTime = ClientTime;\n",
+"      // tweaked for Quake\n",
+"      worldTime *= 10.0;\n",
+"      position *= 0.125;\n",
+"      //~tweaked for Quake\n",
+"      float distanceSquared = (position.x * position.x + position.z * position.z);\n",
+"      position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n",
+"      float y = position.y;\n",
+"      float x = position.x;\n",
+"      float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n",
+"      position.y = x*sin(om)+y*cos(om);\n",
+"      position.x = x*cos(om)-y*sin(om);\n",
+"      return position;\n",
+"}\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEPTH_OR_SHADOW\n",
+"dp_varying highp float Depth;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"      Depth = gl_Position.z;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEDEPTHRGB\n",
+"      dp_FragColor = encodedepthmacro(Depth);\n",
+"#else\n",
+"      dp_FragColor = vec4(1.0,1.0,1.0,1.0);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_DEPTH_ORSHADOW\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_POSTPROCESS\n",
+"dp_varying mediump vec2 TexCoord1;\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"      TexCoord1 = Attrib_TexCoord0.xy;\n",
+"#ifdef USEBLOOM\n",
+"      TexCoord2 = Attrib_TexCoord4.xy;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_First;\n",
+"#ifdef USEBLOOM\n",
+"uniform sampler2D Texture_Second;\n",
+"uniform mediump vec4 BloomColorSubtract;\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler2D Texture_GammaRamps;\n",
+"#endif\n",
+"#ifdef USESATURATION\n",
+"uniform mediump float Saturation;\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"uniform mediump vec4 ViewTintColor;\n",
+"#endif\n",
+"//uncomment these if you want to use them:\n",
+"uniform mediump vec4 UserVec1;\n",
+"uniform mediump vec4 UserVec2;\n",
+"// uniform mediump vec4 UserVec3;\n",
+"// uniform mediump vec4 UserVec4;\n",
+"// uniform highp float ClientTime;\n",
+"uniform mediump vec2 PixelSize;\n",
+"void main(void)\n",
+"{\n",
+"      dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
+"#ifdef USEBLOOM\n",
+"      dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
+"#ifdef USEPOSTPROCESSING\n",
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
+"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n",
+"      float sobel = 1.0;\n",
+"      // vec2 ts = textureSize(Texture_First, 0);\n",
+"      // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
+"      vec2 px = PixelSize;\n",
+"      vec3 x1 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
+"      vec3 x2 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n",
+"      vec3 x3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
+"      vec3 x4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
+"      vec3 x5 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n",
+"      vec3 x6 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
+"      vec3 y1 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n",
+"      vec3 y2 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n",
+"      vec3 y3 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n",
+"      vec3 y4 = dp_texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n",
+"      vec3 y5 = dp_texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n",
+"      vec3 y6 = dp_texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n",
+"      float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n",
+"      float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n",
+"      float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n",
+"      float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n",
+"      float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n",
+"      float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n",
+"      float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n",
+"      float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n",
+"      float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n",
+"      float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n",
+"      float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n",
+"      float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n",
+"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n",
+"      dp_FragColor += dp_texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n",
+"      dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
+"      dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
+"#endif\n",
+"\n",
+"#ifdef USESATURATION\n",
+"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
+"      float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",
+"      // 'vampire sight' effect, wheres red is compensated\n",
+"      #ifdef SATURATION_REDCOMPENSATE\n",
+"              float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n",
+"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
+"              dp_FragColor.r += rboost;\n",
+"      #else\n",
+"              // normal desaturation\n",
+"              //dp_FragColor = vec3(y) + (dp_FragColor.rgb - vec3(y)) * Saturation;\n",
+"              dp_FragColor.rgb = mix(vec3(y), dp_FragColor.rgb, Saturation);\n",
+"      #endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGAMMARAMPS\n",
+"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_POSTPROCESS\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_GENERIC\n",
+"#ifdef USEDIFFUSE\n",
+"dp_varying mediump vec2 TexCoord1;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"#endif\n",
+"uniform myhalf Alpha;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+"      VertexColor = Attrib_Color;\n",
+"#ifdef USEDIFFUSE\n",
+"      TexCoord1 = Attrib_TexCoord0.xy;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      TexCoord2 = Attrib_TexCoord1.xy;\n",
+"#endif\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEDIFFUSE\n",
+"uniform sampler2D Texture_First;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"uniform sampler2D Texture_Second;\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler2D Texture_GammaRamps;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = VertexColor;\n",
+"#else\n",
+"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
+"#endif\n",
+"#ifdef USEDIFFUSE\n",
+"# ifdef USEREFLECTCUBE\n",
+"      // suppress texture alpha\n",
+"      dp_FragColor.rgb *= dp_texture2D(Texture_First, TexCoord1).rgb;\n",
+"# else\n",
+"      dp_FragColor *= dp_texture2D(Texture_First, TexCoord1);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+"      vec4 tex2 = dp_texture2D(Texture_Second, TexCoord2);\n",
+"# ifdef USECOLORMAPPING\n",
+"      dp_FragColor *= tex2;\n",
+"# endif\n",
+"# ifdef USEGLOW\n",
+"      dp_FragColor += tex2;\n",
+"# endif\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+"      dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n",
+"# endif\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"      dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+"      dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+"      dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"#ifdef USEALPHAKILL\n",
+"      dp_FragColor.a *= Alpha;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_GENERIC\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_BLOOMBLUR\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"#ifdef VERTEX_SHADER\n",
+"void main(void)\n",
+"{\n",
+"      VertexColor = Attrib_Color;\n",
+"      TexCoord = Attrib_TexCoord0.xy;\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_First;\n",
+"uniform mediump vec4 BloomBlur_Parameters;\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"      int i;\n",
+"      vec2 tc = TexCoord;\n",
+"      vec3 color = dp_texture2D(Texture_First, tc).rgb;\n",
+"      tc += BloomBlur_Parameters.xy;\n",
+"      for (i = 1;i < SAMPLES;i++)\n",
+"      {\n",
+"              color += dp_texture2D(Texture_First, tc).rgb;\n",
+"              tc += BloomBlur_Parameters.xy;\n",
+"      }\n",
+"      dp_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_BLOOMBLUR\n",
+"#ifdef MODE_REFRACTION\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef VERTEX_SHADER\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      VertexColor = Attrib_Color;\n",
+"#endif\n",
+"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Refraction;\n",
+"\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 RefractColor;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      vec2 distort = DistortScaleRefractReflect.xy * VertexColor.a;\n",
+"      vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
+"#else\n",
+"      vec2 distort = DistortScaleRefractReflect.xy;\n",
+"      vec4 refractcolor = RefractColor;\n",
+"#endif\n",
+"      #ifdef USENORMALMAPSCROLLBLEND\n",
+"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * distort;\n",
+"      #else\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - cast_myhalf3(0.5))).xy * distort;\n",
+"      #endif\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+"      dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * refractcolor;\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_REFRACTION\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_WATER\n",
+"dp_varying mediump vec2 TexCoord;\n",
+"dp_varying highp vec3 EyeVector;\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp vec3 EyePosition;\n",
+"uniform highp mat4 TexMatrix;\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      VertexColor = Attrib_Color;\n",
+"#endif\n",
+"      TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n",
+"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+"      EyeVector.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+"      EyeVector.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+"      EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Refraction;\n",
+"uniform sampler2D Texture_Reflection;\n",
+"\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 RefractColor;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"uniform mediump float ReflectFactor;\n",
+"uniform mediump float ReflectOffset;\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"\n",
+"void main(void)\n",
+"{\n",
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n",
+"      // slight water animation via 2 layer scrolling (todo: tweak)\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      vec4 distort = DistortScaleRefractReflect * VertexColor.a;\n",
+"      float reflectoffset = ReflectOffset * VertexColor.a;\n",
+"      float reflectfactor = ReflectFactor * VertexColor.a;\n",
+"      vec4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), VertexColor.a);\n",
+"#else\n",
+"      vec4 distort = DistortScaleRefractReflect;\n",
+"      float reflectoffset = ReflectOffset;\n",
+"      float reflectfactor = ReflectFactor;\n",
+"      vec4 refractcolor = RefractColor;\n",
+"#endif\n",
+"      #ifdef USENORMALMAPSCROLLBLEND\n",
+"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * distort;\n",
+"      #else\n",
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(dp_texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * distort;\n",
+"      #endif\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f  = min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n",
+"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n",
+"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n",
+"      f       *= min(1.0, length(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n",
+"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n",
+"      f  = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n",
+"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n",
+"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n",
+"      f *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n",
+"      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n",
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n",
+"      dp_FragColor = mix(vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, vec4(dp_texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_WATER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// common definitions between vertex shader and fragment shader:\n",
+"\n",
+"dp_varying mediump vec4 TexCoordSurfaceLightmap;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"dp_varying mediump vec2 TexCoord2;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"dp_varying mediump vec3 CubeVector;\n",
+"#endif\n",
+"\n",
+"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n",
+"dp_varying mediump vec3 LightVector;\n",
+"#endif\n",
+"\n",
+"#ifdef USEEYEVECTOR\n",
+"dp_varying highp vec4 EyeVectorFogDepth;\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"dp_varying highp vec4 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n",
+"dp_varying highp vec4 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n",
+"dp_varying highp vec4 VectorR; // direction of R texcoord (surface normal)\n",
+"#else\n",
+"# ifdef USEFOG\n",
+"dp_varying highp vec3 EyeVectorModelSpace;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+"dp_varying highp vec4 ModelViewProjectionPosition;\n",
+"#endif\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform highp vec3 LightPosition;\n",
+"dp_varying highp vec4 ModelViewPosition;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform highp vec3 LightPosition;\n",
+"#endif\n",
+"uniform highp vec3 EyePosition;\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform highp vec3 LightDir;\n",
+"#endif\n",
+"uniform highp vec4 FogPlane;\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"dp_varying highp vec3 ShadowMapTC;\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"dp_varying highp vec3 BounceGridTexCoord;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"dp_varying highp float Depth;\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n",
+"\n",
+"// fragment shader specific:\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"uniform sampler2D Texture_Normal;\n",
+"uniform sampler2D Texture_Color;\n",
+"uniform sampler2D Texture_Gloss;\n",
+"#ifdef USEGLOW\n",
+"uniform sampler2D Texture_Glow;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler2D Texture_SecondaryNormal;\n",
+"uniform sampler2D Texture_SecondaryColor;\n",
+"uniform sampler2D Texture_SecondaryGloss;\n",
+"#ifdef USEGLOW\n",
+"uniform sampler2D Texture_SecondaryGlow;\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform sampler2D Texture_Pants;\n",
+"uniform sampler2D Texture_Shirt;\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+"uniform sampler2D Texture_FogHeightTexture;\n",
+"#endif\n",
+"uniform sampler2D Texture_FogMask;\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"uniform sampler2D Texture_Lightmap;\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
+"uniform sampler2D Texture_Deluxemap;\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"uniform sampler2D Texture_Reflection;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform sampler2D Texture_ScreenNormalMap;\n",
+"#endif\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"#ifdef USECELOUTLINES\n",
+"uniform sampler2D Texture_ScreenNormalMap;\n",
+"#endif\n",
+"uniform sampler2D Texture_ScreenDiffuse;\n",
+"uniform sampler2D Texture_ScreenSpecular;\n",
+"#endif\n",
+"\n",
+"uniform mediump vec3 Color_Pants;\n",
+"uniform mediump vec3 Color_Shirt;\n",
+"uniform mediump vec3 FogColor;\n",
+"\n",
+"#ifdef USEFOG\n",
+"uniform highp float FogRangeRecip;\n",
+"uniform highp float FogPlaneViewDist;\n",
+"uniform highp float FogHeightFade;\n",
+"vec3 FogVertex(vec4 surfacecolor)\n",
+"{\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"      vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n",
+"#endif\n",
+"      float FogPlaneVertexDist = EyeVectorFogDepth.w;\n",
+"      float fogfrac;\n",
+"       vec3 fc = FogColor;\n",
+"#ifdef USEFOGALPHAHACK\n",
+"      fc *= surfacecolor.a;\n",
+"#endif\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+"      vec4 fogheightpixel = dp_texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n",
+"      fogfrac = fogheightpixel.a;\n",
+"      return mix(fogheightpixel.rgb * fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#else\n",
+"# ifdef USEFOGOUTSIDE\n",
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",
+"# else\n",
+"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
+"# endif\n",
+"      return mix(fc, surfacecolor.rgb, dp_texture2D(Texture_FogMask, cast_myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform mediump vec4 OffsetMapping_ScaleSteps;\n",
+"uniform mediump float OffsetMapping_Bias;\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+"uniform mediump float OffsetMapping_LodDistance;\n",
+"#endif\n",
+"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n",
+"{\n",
+"      float i;\n",
+"      // distance-based LOD\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+"      //mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"      //mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"      mediump float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+"      // stupid workaround because 1-step and 2-step reliefmapping is void\n",
+"      mediump float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n",
+"#else\n",
+"      mediump float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n",
+"#endif\n",
+"      mediump float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n",
+"      mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"#else\n",
+"      #define ScaleSteps OffsetMapping_ScaleSteps\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+"      float f;\n",
+"      // 14 sample relief mapping: linear search and then binary search\n",
+"      // this basically steps forward a small amount repeatedly until it finds\n",
+"      // itself inside solid, then jitters forward and back using decreasing\n",
+"      // amounts to find the impact\n",
+"      //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n",
+"      //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n",
+"      vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n",
+"      vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n",
+"      OffsetVector *= ScaleSteps.z;\n",
+"      for(i = 1.0; i < ScaleSteps.y; ++i)\n",
+"              RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n",
+"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n",
+"              RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n",
+"      return RT.xy;\n",
+"#else\n",
+"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n",
+"      //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n",
+"      //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n",
+"      vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n",
+"      OffsetVector *= ScaleSteps.z;\n",
+"      for(i = 0.0; i < ScaleSteps.y; ++i)\n",
+"              TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n",
+"      return TexCoord;\n",
+"#endif\n",
+"}\n",
+"#endif // USEOFFSETMAPPING\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
+"uniform sampler2D Texture_Attenuation;\n",
+"uniform samplerCube Texture_Cube;\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler2DShadow Texture_ShadowMap2D;\n",
+"# else\n",
+"uniform sampler2D Texture_ShadowMap2D;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCube Texture_CubeProjection;\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform mediump vec2 ShadowMap_TextureScale;\n",
+"uniform mediump vec4 ShadowMap_Parameters;\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"# ifdef USESHADOWMAPORTHO\n",
+"#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n",
+"# else\n",
+"#  ifdef USESHADOWMAPVSDCT\n",
+"vec3 GetShadowMapTC2D(vec3 dir)\n",
+"{\n",
+"      vec3 adir = abs(dir);\n",
+"      float m = max(max(adir.x, adir.y), adir.z);\n",
+"      vec4 proj = dp_textureCube(Texture_CubeProjection, dir);\n",
+"#ifdef USEDEPTHRGB\n",
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * (ShadowMap_Parameters.x / m) +  proj.zw * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n",
+"#else\n",
+"      vec2 mparams = ShadowMap_Parameters.xy / m;\n",
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"#endif\n",
+"}\n",
+"#  else\n",
+"vec3 GetShadowMapTC2D(vec3 dir)\n",
+"{\n",
+"      vec3 adir = abs(dir);\n",
+"      float m; vec4 proj;\n",
+"      if (adir.x > adir.y) { m = adir.x; proj = vec4(dir.zyx, 0.5); } else { m = adir.y; proj = vec4(dir.xzy, 1.5); }\n",
+"      if (adir.z > m) { m = adir.z; proj = vec4(dir, 2.5); }\n",
+"#ifdef USEDEPTHRGB\n",
+"      return vec3(proj.xy * (ShadowMap_Parameters.x / m) + vec2(0.5,0.5) + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64.0 * ShadowMap_Parameters.w);\n",
+"#else\n",
+"      vec2 mparams = ShadowMap_Parameters.xy / m;\n",
+"      return vec3(proj.xy * mparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"#endif\n",
+"}\n",
+"#  endif\n",
+"# endif\n",
+"#endif // defined(USESHADOWMAP2D)\n",
+"\n",
+"# ifdef USESHADOWMAP2D\n",
+"float ShadowMapCompare(vec3 dir)\n",
+"{\n",
+"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n",
+"      float f;\n",
+"\n",
+"#  ifdef USEDEPTHRGB\n",
+"#   ifdef USESHADOWMAPPCF\n",
+"#    define texval(x, y) decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale))\n",
+"#    if USESHADOWMAPPCF > 1\n",
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
+"      center *= ShadowMap_TextureScale;\n",
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n",
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"#    else\n",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n",
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
+"#    endif\n",
+"#   else\n",
+"      f = step(shadowmaptc.z, decodedepthmacro(dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale)));\n",
+"#   endif\n",
+"#  else\n",
+"#   ifdef USESHADOWSAMPLER\n",
+"#     ifdef USESHADOWMAPPCF\n",
+"#       define texval(off) dp_shadow2D(Texture_ShadowMap2D, vec3(off, shadowmaptc.z))  \n",
+"      vec2 offset = fract(shadowmaptc.xy - 0.5);\n",
+"   vec4 size = vec4(offset + 1.0, 2.0 - offset);\n",
+"#       if USESHADOWMAPPCF > 1\n",
+"   vec2 center = (shadowmaptc.xy - offset + 0.5)*ShadowMap_TextureScale;\n",
+"   vec4 weight = (vec4(-1.5, -1.5, 2.0, 2.0) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
+"      f = (1.0/25.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.xy), texval(weight.zy), texval(weight.xw), texval(weight.zw))) +\n",
+"              (2.0/25.0)*dot(size, vec4(texval(vec2(weight.z, center.y)), texval(vec2(center.x, weight.w)), texval(vec2(weight.x, center.y)), texval(vec2(center.x, weight.y)))) +\n",
+"              (4.0/25.0)*texval(center);\n",
+"#       else\n",
+"      vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n",
+"      f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n",
+"#       endif        \n",
+"#     else\n",
+"      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n",
+"#     endif\n",
+"#   else\n",
+"#     ifdef USESHADOWMAPPCF\n",
+"#      if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
+"#       ifdef GL_ARB_texture_gather\n",
+"#         define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n",
+"#       else\n",
+"#         define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n",
+"#       endif\n",
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+"#       if USESHADOWMAPPCF > 1\n",
+"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
+"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
+"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
+"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n",
+"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n",
+"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n",
+"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n",
+"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n",
+"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n",
+"      vec4 locols = vec4(group1.ab, group3.ab);\n",
+"      vec4 hicols = vec4(group7.rg, group9.rg);\n",
+"      locols.yz += group2.ab;\n",
+"      hicols.yz += group8.rg;\n",
+"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n",
+"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n",
+"                              mix(locols, hicols, offset.y);\n",
+"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n",
+"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n",
+"      f = dot(cols, vec4(1.0/25.0));\n",
+"#      else\n",
+"      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
+"      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
+"      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n",
+"      vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n",
+"      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n",
+"                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n",
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"#       endif\n",
+"#      else\n",
+"#       ifdef GL_EXT_gpu_shader4\n",
+"#         define texval(x, y) dp_textureOffset(Texture_ShadowMap2D, center, x, y).r\n",
+"#       else\n",
+"#         define texval(x, y) dp_texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n",
+"#       endif\n",
+"#       if USESHADOWMAPPCF > 1\n",
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n",
+"      center *= ShadowMap_TextureScale;\n",
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n",
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n",
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n",
+"#       else\n",
+"      vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n",
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n",
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n",
+"#       endif\n",
+"#      endif\n",
+"#     else\n",
+"      f = step(shadowmaptc.z, dp_texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+"#     endif\n",
+"#   endif\n",
+"#  endif\n",
+"#  ifdef USESHADOWMAPORTHO\n",
+"      return mix(ShadowMap_Parameters.w, 1.0, f);\n",
+"#  else\n",
+"      return f;\n",
+"#  endif\n",
+"}\n",
+"# endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform highp mat4 BackgroundTexMatrix;\n",
+"#endif\n",
+"uniform highp mat4 ModelViewMatrix;\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      VertexColor = Attrib_Color;\n",
+"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
+"#endif\n",
+"\n",
+"      // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+"      EyeVectorFogDepth.w = 0.0;\n",
+"#endif\n",
+"\n",
+"      VectorS = (ModelViewMatrix * vec4(Attrib_TexCoord1.xyz, 0));\n",
+"      VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n",
+"      VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"      Depth = (ModelViewMatrix * Attrib_Position).z;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\n",
+"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
+"#endif\n",
+"\n",
+"#ifdef USEALPHAKILL\n",
+"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
+"              discard;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
+"      float terrainblend = clamp(float(VertexColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n",
+"      //float terrainblend = min(float(VertexColor.a) * alpha * 2.0, float(1.0));\n",
+"      //float terrainblend = float(VertexColor.a) * alpha > 0.5;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      vec3 surfacenormal = mix(vec3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - vec3(0.5, 0.5, 0.5);\n",
+"      float a = mix(dp_texture2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n",
+"#else\n",
+"      vec3 surfacenormal = vec3(offsetMappedTexture2D(Texture_Normal)) - vec3(0.5, 0.5, 0.5);\n",
+"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
+"#endif\n",
+"\n",
+"      vec3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n",
+"      dp_FragColor = vec4(pixelnormal.x, pixelnormal.y, Depth, a);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDGEOMETRY\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 ModelViewMatrix;\n",
+"void main(void)\n",
+"{\n",
+"      ModelViewPosition = ModelViewMatrix * Attrib_Position;\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"uniform highp mat4 ViewToLight;\n",
+"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n",
+"uniform highp vec2 ScreenToDepth;\n",
+"uniform myhalf3 DeferredColor_Ambient;\n",
+"uniform myhalf3 DeferredColor_Diffuse;\n",
+"#ifdef USESPECULAR\n",
+"uniform myhalf3 DeferredColor_Specular;\n",
+"uniform myhalf SpecularPower;\n",
+"#endif\n",
+"uniform myhalf2 PixelToScreenTexCoord;\n",
+"void main(void)\n",
+"{\n",
+"      // calculate viewspace pixel position\n",
+"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+"      vec3 position;\n",
+"      // get the geometry information (depth, normal, specular exponent)\n",
+"      myhalf4 normalmap = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n",
+"      // decode viewspace pixel normal\n",
+"//    myhalf3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n",
+"      myhalf3 surfacenormal = myhalf3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n",
+"      // decode viewspace pixel position\n",
+"//    position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n",
+"      position.z = normalmap.b;\n",
+"//    position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n",
+"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n",
+"\n",
+"      // now do the actual shading\n",
+"      // surfacenormal = pixel normal in viewspace\n",
+"      // LightVector = pixel to light in viewspace\n",
+"      // CubeVector = pixel in lightspace\n",
+"      // eyenormal = pixel to view direction in viewspace\n",
+"      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n",
+"      myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
+"#ifdef USEDIFFUSE\n",
+"      // calculate diffuse shading\n",
+"      myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n",
+"SHADEDIFFUSE\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      // calculate directional shading\n",
+"      myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n",
+"SHADESPECULAR(SpecularPower * normalmap.a)\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      fade *= ShadowMapCompare(CubeVector);\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+"      gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"      gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n",
+"# ifdef USECUBEFILTER\n",
+"      vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
+"      gl_FragData[0].rgb *= cubecolor;\n",
+"      gl_FragData[1].rgb *= cubecolor;\n",
+"# endif\n",
+"#else\n",
+"# ifdef USEDIFFUSE\n",
+"      gl_FragColor = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"# else\n",
+"      gl_FragColor = vec4(DeferredColor_Ambient * fade, 1.0);\n",
+"# endif\n",
+"# ifdef USECUBEFILTER\n",
+"      vec3 cubecolor = dp_textureCube(Texture_Cube, CubeVector).rgb;\n",
+"      gl_FragColor.rgb *= cubecolor;\n",
+"# endif\n",
+"#endif\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDLIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"uniform highp mat4 TexMatrix;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform highp mat4 BackgroundTexMatrix;\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform highp mat4 ModelToLight;\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"uniform highp mat4 ShadowMapMatrix;\n",
+"#endif\n",
+"#ifdef USEBOUNCEGRID\n",
+"uniform highp mat4 BounceGridMatrix;\n",
+"#endif\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USESKELETAL\n",
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n",
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n",
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n",
+"      vec4 sw = Attrib_SkeletalWeight;\n",
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n",
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n",
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n",
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n",
+"//    ivec4 si = ivec4(Attrib_SkeletalIndex);\n",
+"//    mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n",
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[2].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz)); // is actually transpose(inverse(mat3(SkeletalMatrix))) * det(mat3(SkeletalMatrix))\n",
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n",
+"      SkeletalVertex.w = 1.0;\n",
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n",
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n",
+"#define Attrib_Position SkeletalVertex\n",
+"#define Attrib_TexCoord1 SkeletalSVector\n",
+"#define Attrib_TexCoord2 SkeletalTVector\n",
+"#define Attrib_TexCoord3 SkeletalNormal\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
+"      VertexColor = Attrib_Color;\n",
+"#endif\n",
+"      // copy the surface texcoord\n",
+"#ifdef USELIGHTMAP\n",
+"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, Attrib_TexCoord4.xy);\n",
+"#else\n",
+"      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      TexCoord2 = vec2(BackgroundTexMatrix * Attrib_TexCoord0);\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"      BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n",
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
+"      BounceGridTexCoord.z *= 0.125;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // transform vertex position into light attenuation/cubemap space\n",
+"      // (-1 to +1 across the light box)\n",
+"      CubeVector = vec3(ModelToLight * Attrib_Position);\n",
+"\n",
+"# ifdef USEDIFFUSE\n",
+"      // transform unnormalized light direction into tangent space\n",
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n",
+"      //  normalize it per pixel)\n",
+"      vec3 lightminusvertex = LightPosition - Attrib_Position.xyz;\n",
+"      LightVector.x = dot(lightminusvertex, Attrib_TexCoord1.xyz);\n",
+"      LightVector.y = dot(lightminusvertex, Attrib_TexCoord2.xyz);\n",
+"      LightVector.z = dot(lightminusvertex, Attrib_TexCoord3.xyz);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n",
+"      LightVector.x = dot(LightDir, Attrib_TexCoord1.xyz);\n",
+"      LightVector.y = dot(LightDir, Attrib_TexCoord2.xyz);\n",
+"      LightVector.z = dot(LightDir, Attrib_TexCoord3.xyz);\n",
+"#endif\n",
+"\n",
+"      // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEEYEVECTOR\n",
+"      vec3 EyeRelative = EyePosition - Attrib_Position.xyz;\n",
+"      EyeVectorFogDepth.x = dot(EyeRelative, Attrib_TexCoord1.xyz);\n",
+"      EyeVectorFogDepth.y = dot(EyeRelative, Attrib_TexCoord2.xyz);\n",
+"      EyeVectorFogDepth.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n",
+"#ifdef USEFOG\n",
+"      EyeVectorFogDepth.w = dot(FogPlane, Attrib_Position);\n",
+"#else\n",
+"      EyeVectorFogDepth.w = 0.0;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n",
+"# ifdef USEFOG\n",
+"      VectorS = vec4(Attrib_TexCoord1.xyz, EyePosition.x - Attrib_Position.x);\n",
+"      VectorT = vec4(Attrib_TexCoord2.xyz, EyePosition.y - Attrib_Position.y);\n",
+"      VectorR = vec4(Attrib_TexCoord3.xyz, EyePosition.z - Attrib_Position.z);\n",
+"# else\n",
+"      VectorS = vec4(Attrib_TexCoord1, 0);\n",
+"      VectorT = vec4(Attrib_TexCoord2, 0);\n",
+"      VectorR = vec4(Attrib_TexCoord3, 0);\n",
+"# endif\n",
+"#else\n",
+"# ifdef USEFOG\n",
+"      EyeVectorModelSpace = EyePosition - Attrib_Position.xyz;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"      // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n",
+"      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#endif\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform myhalf2 PixelToScreenTexCoord;\n",
+"uniform myhalf3 DeferredMod_Diffuse;\n",
+"uniform myhalf3 DeferredMod_Specular;\n",
+"#endif\n",
+"uniform myhalf3 Color_Ambient;\n",
+"uniform myhalf3 Color_Diffuse;\n",
+"uniform myhalf3 Color_Specular;\n",
+"uniform myhalf SpecularPower;\n",
+"#ifdef USEGLOW\n",
+"uniform myhalf3 Color_Glow;\n",
+"#endif\n",
+"uniform myhalf Alpha;\n",
+"#ifdef USEREFLECTION\n",
+"uniform mediump vec4 DistortScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenScaleRefractReflect;\n",
+"uniform mediump vec4 ScreenCenterRefractReflect;\n",
+"uniform mediump vec4 ReflectColor;\n",
+"#endif\n",
+"#ifdef USEREFLECTCUBE\n",
+"uniform highp mat4 ModelToReflectCube;\n",
+"uniform sampler2D Texture_ReflectMask;\n",
+"uniform samplerCube Texture_ReflectCube;\n",
+"#endif\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform myhalf3 LightColor;\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform myhalf3 LightColor;\n",
+"#endif\n",
+"#ifdef USEBOUNCEGRID\n",
+"uniform sampler3D Texture_BounceGrid;\n",
+"uniform float BounceGridIntensity;\n",
+"uniform highp mat4 BounceGridMatrix;\n",
+"#endif\n",
+"uniform highp float ClientTime;\n",
+"#ifdef USENORMALMAPSCROLLBLEND\n",
+"uniform highp vec2 NormalmapScrollBlend;\n",
+"#endif\n",
+"void main(void)\n",
+"{\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\n",
+"      vec2 dPdx = dp_offsetmapping_dFdx(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 dPdy = dp_offsetmapping_dFdy(TexCoordSurfaceLightmap.xy);\n",
+"      vec2 TexCoordOffset = OffsetMapping(TexCoordSurfaceLightmap.xy, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) dp_textureGrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"# define TexCoord TexCoordOffset\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) dp_texture2D(t, TexCoordSurfaceLightmap.xy)\n",
+"# define TexCoord TexCoordSurfaceLightmap.xy\n",
+"#endif\n",
+"\n",
+"      // combine the diffuse textures (base, pants, shirt)\n",
+"      myhalf4 color = cast_myhalf4(offsetMappedTexture2D(Texture_Color));\n",
+"#ifdef USEALPHAKILL\n",
+"      if (color.a < 0.5)\n",
+"              discard;\n",
+"#endif\n",
+"      color.a *= Alpha;\n",
+"#ifdef USECOLORMAPPING\n",
+"      color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Pants)) * Color_Pants + cast_myhalf3(offsetMappedTexture2D(Texture_Shirt)) * Color_Shirt;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"#ifdef USEBOTHALPHAS\n",
+"      myhalf4 color2 = cast_myhalf4(dp_texture2D(Texture_SecondaryColor, TexCoord2));\n",
+"      myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a, cast_myhalf(1.0 - color2.a), cast_myhalf(1.0));\n",
+"      color.rgb = mix(color2.rgb, color.rgb, terrainblend);\n",
+"#else\n",
+"      myhalf terrainblend = clamp(cast_myhalf(VertexColor.a) * color.a * 2.0 - 0.5, cast_myhalf(0.0), cast_myhalf(1.0));\n",
+"      //myhalf terrainblend = min(cast_myhalf(VertexColor.a) * color.a * 2.0, cast_myhalf(1.0));\n",
+"      //myhalf terrainblend = cast_myhalf(VertexColor.a) * color.a > 0.5;\n",
+"      color.rgb = mix(cast_myhalf3(dp_texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n",
+"#endif\n",
+"      color.a = 1.0;\n",
+"      //color = mix(cast_myhalf4(1, 0, 0, 1), color, terrainblend);\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      color.a *= VertexColor.a;\n",
+"#endif\n",
+"\n",
+"      // get the surface normal\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      myhalf3 surfacenormal = normalize(mix(cast_myhalf3(dp_texture2D(Texture_SecondaryNormal, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Normal)), terrainblend) - cast_myhalf3(0.5, 0.5, 0.5));\n",
+"#else\n",
+"      myhalf3 surfacenormal = normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5, 0.5, 0.5));\n",
+"#endif\n",
+"\n",
+"      // get the material colors\n",
+"      myhalf3 diffusetex = color.rgb;\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+"      myhalf4 glosstex = mix(cast_myhalf4(dp_texture2D(Texture_SecondaryGloss, TexCoord2)), cast_myhalf4(offsetMappedTexture2D(Texture_Gloss)), terrainblend);\n",
+"# else\n",
+"      myhalf4 glosstex = cast_myhalf4(offsetMappedTexture2D(Texture_Gloss));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTCUBE\n",
+"      vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n",
+"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n",
+"      vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n",
+"      diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+"      myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // light source\n",
+"#ifdef USEDIFFUSE\n",
+"      myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
+"SHADEDIFFUSE\n",
+"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n",
+"#ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
+"#endif\n",
+"#else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif\n",
+"      color.rgb *= LightColor;\n",
+"      color.rgb *= cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      color.rgb *= ShadowMapCompare(CubeVector);\n",
+"#endif\n",
+"# ifdef USECUBEFILTER\n",
+"      color.rgb *= cast_myhalf3(dp_textureCube(Texture_Cube, CubeVector));\n",
+"# endif\n",
+"#endif // MODE_LIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"      #define SHADING\n",
+"      #ifdef USEDIFFUSE\n",
+"              myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n",
+"      #endif\n",
+"      #define lightcolor LightColor\n",
+"#endif // MODE_LIGHTDIRECTION\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"   #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
+"      myhalf3 lightnormal_modelspace = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+"      myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+"      // convert modelspace light vector to tangentspace\n",
+"      myhalf3 lightnormal;\n",
+"      lightnormal.x = dot(lightnormal_modelspace, cast_myhalf3(VectorS));\n",
+"      lightnormal.y = dot(lightnormal_modelspace, cast_myhalf3(VectorT));\n",
+"      lightnormal.z = dot(lightnormal_modelspace, cast_myhalf3(VectorR));\n",
+"      lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n",
+"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n",
+"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n",
+"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n",
+"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
+"      // to map the luxels to coordinates on the draw surfaces), which also causes\n",
+"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
+"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
+"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
+"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
+"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
+"   #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
+"      myhalf3 lightnormal = cast_myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + cast_myhalf3(-1.0, -1.0, -1.0);\n",
+"      myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
+"      #define SHADING\n",
+"      // forced deluxemap on lightmapped/vertexlit surfaces\n",
+"      myhalf3 lightnormal = cast_myhalf3(0.0, 0.0, 1.0);\n",
+"   #ifdef USELIGHTMAP\n",
+"              myhalf3 lightcolor = cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n",
+"   #else\n",
+"              myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
+"   #endif\n",
+"#endif\n",
+"#ifdef MODE_FAKELIGHT\n",
+"      #define SHADING\n",
+"      myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n",
+"      myhalf3 lightcolor = cast_myhalf3(1.0);\n",
+"#endif // MODE_FAKELIGHT\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTMAP\n",
+"      color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw)) * Color_Diffuse);\n",
+"#endif // MODE_LIGHTMAP\n",
+"#ifdef MODE_VERTEXCOLOR\n",
+"      color.rgb = diffusetex * (Color_Ambient + cast_myhalf3(VertexColor.rgb) * Color_Diffuse);\n",
+"#endif // MODE_VERTEXCOLOR\n",
+"#ifdef MODE_FLATCOLOR\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif // MODE_FLATCOLOR\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef SHADING\n",
+"# ifdef USEDIFFUSE\n",
+"SHADEDIFFUSE\n",
+"#  ifdef USESPECULAR\n",
+"SHADESPECULAR(SpecularPower * glosstex.a)\n",
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
+"#  else\n",
+"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
+"#  endif\n",
+"# else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      color.rgb *= ShadowMapCompare(ShadowMapTC);\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"      vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+"      color.rgb += diffusetex * cast_myhalf3(dp_texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n",
+"      color.rgb += glosstex.rgb * cast_myhalf3(dp_texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n",
+"//    color.rgb = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).rgb * vec3(1.0, 1.0, 0.001);\n",
+"#endif\n",
+"\n",
+"#ifdef USEBOUNCEGRID\n",
+"#ifdef USEBOUNCEGRIDDIRECTIONAL\n",
+"//    myhalf4 bouncegrid_coeff1 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord                        ));\n",
+"//    myhalf4 bouncegrid_coeff2 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + cast_myhalf4(-1.0, -1.0, -1.0, -1.0);\n",
+"      myhalf4 bouncegrid_coeff3 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n",
+"      myhalf4 bouncegrid_coeff4 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n",
+"      myhalf4 bouncegrid_coeff5 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n",
+"      myhalf4 bouncegrid_coeff6 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n",
+"      myhalf4 bouncegrid_coeff7 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n",
+"      myhalf4 bouncegrid_coeff8 = cast_myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n",
+"      myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n",
+"      myhalf3 bouncegrid_dirp = max(cast_myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n",
+"      myhalf3 bouncegrid_dirn = max(cast_myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n",
+"//    bouncegrid_dirp  = bouncegrid_dirn = cast_myhalf3(1.0,1.0,1.0);\n",
+"      myhalf3 bouncegrid_light = cast_myhalf3(\n",
+"              dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n",
+"              dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n",
+"              dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n",
+"      color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n",
+"//    color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n",
+"#else\n",
+"      color.rgb += diffusetex * cast_myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGLOW\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      color.rgb += mix(cast_myhalf3(dp_texture2D(Texture_SecondaryGlow, TexCoord2)), cast_myhalf3(offsetMappedTexture2D(Texture_Glow)), terrainblend) * Color_Glow;\n",
+"#else\n",
+"      color.rgb += cast_myhalf3(offsetMappedTexture2D(Texture_Glow)) * Color_Glow;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USECELOUTLINES\n",
+"# ifdef USEDEFERREDLIGHTMAP\n",
+"//    vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n",
+"      vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n",
+"      vec4 DepthNeighbors;\n",
+"\n",
+"      // enable to test ink on white geometry\n",
+"//    color.rgb = vec3(1.0, 1.0, 1.0);\n",
+"\n",
+"      // note: this seems to be negative\n",
+"      float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n",
+"\n",
+"      // edge detect method\n",
+"//    DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n",
+"//    DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n",
+"//    DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n",
+"//    DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n",
+"//    float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n",
+"//    float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n",
+"//    color.rgb *= max(0.5, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.2 * DepthDelta) / (0.01 + 0.2 * DepthDelta));\n",
+"//    color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta); \n",
+"\n",
+"      // shadow method\n",
+"      float DepthScale1 = 4.0 / DepthCenter; // inner ink (shadow on object)\n",
+"//    float DepthScale1 = -4.0 / DepthCenter; // outer ink (shadow around object)\n",
+"//    float DepthScale1 = 0.003;\n",
+"      float DepthScale2 = DepthScale1 / 2.0;\n",
+"//    float DepthScale3 = DepthScale1 / 4.0;\n",
+"      float DepthBias1 = -DepthCenter * DepthScale1;\n",
+"      float DepthBias2 = -DepthCenter * DepthScale2;\n",
+"//    float DepthBias3 = -DepthCenter * DepthScale3;\n",
+"      float DepthShadow = max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-1.0,  0.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 1.0,  0.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -1.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  1.0)).b * DepthScale1 + DepthBias1)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-2.0,  0.0)).b * DepthScale2 + DepthBias2)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 2.0,  0.0)).b * DepthScale2 + DepthBias2)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -2.0)).b * DepthScale2 + DepthBias2)\n",
+"                        + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  2.0)).b * DepthScale2 + DepthBias2)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2(-3.0,  0.0)).b * DepthScale3 + DepthBias3)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 3.0,  0.0)).b * DepthScale3 + DepthBias3)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0, -3.0)).b * DepthScale3 + DepthBias3)\n",
+"//                      + max(0.0, dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + PixelToScreenTexCoord * vec2( 0.0,  3.0)).b * DepthScale3 + DepthBias3)\n",
+"                        - 0.0;\n",
+"      color.rgb *= 1.0 - max(0.0, min(DepthShadow, 1.0));\n",
+"//    color.r = DepthCenter / -1024.0;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+"      color.rgb = FogVertex(color);\n",
+"#endif\n",
+"\n",
+"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n",
+"#ifdef USEREFLECTION\n",
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n",
+"      #ifdef USENORMALMAPSCROLLBLEND\n",
+"# ifdef USEOFFSETMAPPING\n",
+"              vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"# else\n",
+"              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n",
+"# endif\n",
+"              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n",
+"      #else\n",
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(cast_myhalf3(offsetMappedTexture2D(Texture_Normal)) - cast_myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n",
+"      #endif\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(dp_texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+"      color.rgb = mix(color.rgb, cast_myhalf3(dp_texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n",
+"#endif\n",
+"\n",
+"      dp_FragColor = vec4(color);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n",
+"#endif // !MODE_DEFERREDGEOMETRY\n",
+"#endif // !MODE_WATER\n",
+"#endif // !MODE_REFRACTION\n",
+"#endif // !MODE_BLOOMBLUR\n",
+"#endif // !MODE_GENERIC\n",
+"#endif // !MODE_POSTPROCESS\n",
+"#endif // !MODE_DEPTH_OR_SHADOW\n",
index 20770d187a3f108f57737ec630042762ffb09831..3e6324d6b5039e2ad74812861b2d164e95d25dac 100644 (file)
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
-"#if defined(USEREFLECTION)\n"
-"#undef USESHADOWMAPORTHO\n"
-"#endif\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n"
-"#define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef HLSL\n"
-"//#undef USESHADOWMAPPCF\n"
-"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
-"#else\n"
-"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"#ifdef USETRIPPY\n"
-"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
-"// tweaked scale\n"
-"float4 TrippyVertex(float4 position)\n"
-"(\n"
-"uniform float ClientTime : register(c2)\n"
-")\n"
-"{\n"
-"      float worldTime = ClientTime;\n"
-"      // tweaked for Quake\n"
-"      worldTime *= 10.0;\n"
-"      position *= 0.125;\n"
-"      //~tweaked for Quake\n"
-"      float distanceSquared = (position.x * position.x + position.z * position.z);\n"
-"      position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
-"      float y = position.y;\n"
-"      float x = position.x;\n"
-"      float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
-"      position.y = x*sin(om)+y*cos(om);\n"
-"      position.x = x*cos(om)-y*sin(om);\n"
-"      return position;\n"
-"}\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float Depth : TEXCOORD0\n"
-")\n"
-"{\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"      Depth = gl_Position.z;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float Depth : TEXCOORD0,\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"//    float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
-"      float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-"      temp.yz -= floor(temp.yz);\n"
-"      dp_FragColor = temp;\n"
-"//    dp_FragColor = float4(Depth,0,0,0);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_OR_SHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 gl_FrontColor : COLOR0\n"
-")\n"
-"{\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"      gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      dp_FragColor = gl_FrontColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"out float2 TexCoord2 : TEXCOORD1\n"
-")\n"
-"{\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-"      TexCoord2 = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform float Saturation : register(c30),\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform float4 ViewTintColor : register(c41),\n"
-"#endif\n"
-"uniform float4 UserVec1 : register(c37),\n"
-"uniform float4 UserVec2 : register(c38),\n"
-"uniform float4 UserVec3 : register(c39),\n"
-"uniform float4 UserVec4 : register(c40),\n"
-"uniform float ClientTime : register(c2),\n"
-"uniform float2 PixelSize : register(c25),\n"
-"uniform float4 BloomColorSubtract : register(c43),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      dp_FragColor = tex2D(Texture_First, TexCoord1);\n"
-"#ifdef USEBLOOM\n"
-"      dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"      dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"      float sobel = 1.0;\n"
-"      // float2 ts = textureSize(Texture_First, 0);\n"
-"      // float2 px = float2(1/ts.x, 1/ts.y);\n"
-"      float2 px = PixelSize;\n"
-"      float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-"      float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
-"      float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-"      float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-"      float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
-"      float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-"      float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-"      float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
-"      float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-"      float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-"      float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
-"      float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-"      float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
-"      float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
-"      float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
-"      float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
-"      float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
-"      float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
-"      float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
-"      float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
-"      float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
-"      float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
-"      float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
-"      float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
-"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
-"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
-"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
-"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
-"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
-"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-"      dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
-"#endif\n"
-"\n"
-"#ifdef USESATURATION\n"
-"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-"      float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
-"      // 'vampire sight' effect, wheres red is compensated\n"
-"      #ifdef SATURATION_REDCOMPENSATE\n"
-"              float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n"
-"              dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n"
-"              dp_FragColor.r += r;\n"
-"      #else\n"
-"              // normal desaturation\n"
-"              //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n"
-"              dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n"
-"      #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-"      dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n"
-"      dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n"
-"      dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_Color : COLOR0,\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEDIFFUSE\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"out float2 TexCoord2 : TEXCOORD1,\n"
-"#endif\n"
-"out float4 gl_FrontColor : COLOR\n"
-")\n"
-"{\n"
-"      gl_FrontColor = gl_Color;\n"
-"#ifdef USEDIFFUSE\n"
-"      TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
-"#endif\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
-"#endif\n"
-"uniform half Alpha : register(c0),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"#ifdef USEVIEWTINT\n"
-"      dp_FragColor = gl_FrontColor;\n"
-"#else\n"
-"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
-"#endif\n"
-"#ifdef USEDIFFUSE\n"
-"# ifdef USEREFLECTCUBE\n"
-"      // suppress texture alpha\n"
-"      dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n"
-"# else\n"
-"      dp_FragColor *= tex2D(Texture_First, TexCoord1);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-"      float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-"      dp_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-"      dp_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"      dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
-"      dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
-"      dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
-"#endif\n"
-"#ifdef USEALPHAKILL\n"
-"      dp_FragColor.a *= Alpha;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0\n"
-")\n"
-"{\n"
-"      TexCoord = gl_MultiTexCoord0.xy;\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"uniform float4 BloomBlur_Parameters : register(c1),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      int i;\n"
-"      float2 tc = TexCoord;\n"
-"      float3 color = tex2D(Texture_First, tc).rgb;\n"
-"      tc += BloomBlur_Parameters.xy;\n"
-"      for (i = 1;i < SAMPLES;i++)\n"
-"      {\n"
-"              color += tex2D(Texture_First, tc).rgb;\n"
-"              tc += BloomBlur_Parameters.xy;\n"
-"      }\n"
-"      dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
-")\n"
-"{\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      gl_FrontColor = gl_Color;\n"
-"#endif\n"
-"      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n"
-"      float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n"
-"#else\n"
-"      float2 distort = DistortScaleRefractReflect.xy;\n"
-"      float4 refractcolor = RefractColor;\n"
-"#endif\n"
-"      float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0,\n"
-"out float3 EyeVector : TEXCOORD1,\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
-")\n"
-"{\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      gl_FrontColor = gl_Color;\n"
-"#endif\n"
-"      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
-"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD1,\n"
-"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
-"uniform float4 ReflectColor : register(c26),\n"
-"uniform float ReflectFactor : register(c27),\n"
-"uniform float ReflectOffset : register(c28),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n"
-"      float reflectoffset = ReflectOffset * gl_FrontColor.a;\n"
-"      float reflectfactor = ReflectFactor * gl_FrontColor.a;\n"
-"      float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n"
-"#else\n"
-"      float4 distort = DistortScaleRefractReflect;\n"
-"      float reflectoffset = ReflectOffset;\n"
-"      float reflectfactor = ReflectFactor;\n"
-"      float4 refractcolor = RefractColor;\n"
-"#endif\n"
-"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f  = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n"
-"      dp_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"#ifdef USEFOG\n"
-"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
-"{\n"
-"      float fogfrac;\n"
-"      float3 fc = FogColor;\n"
-"#ifdef USEFOGALPHAHACK\n"
-"      fc *= surfacecolor.a;\n"
-"#endif\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"      float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-"      fogfrac = fogheightpixel.a;\n"
-"      return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-"      return lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
-"{\n"
-"      float i;\n"
-"      // distance-based LOD\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-"      //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"      //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"      float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"      // stupid workaround because 1-step and 2-step reliefmapping is void\n"
-"      float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n"
-"#else\n"
-"      float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n"
-"#endif\n"
-"      float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n"
-"      float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"#else\n"
-"      #define ScaleSteps OffsetMapping_ScaleSteps\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"      // 14 sample relief mapping: linear search and then binary search\n"
-"      // this basically steps forward a small amount repeatedly until it finds\n"
-"      // itself inside solid, then jitters forward and back using decreasing\n"
-"      // amounts to find the impact\n"
-"      //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n"
-"      //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n"
-"      float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n"
-"      float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
-"      OffsetVector *= ScaleSteps.z;\n"
-"      for(i = 1.0; i < ScaleSteps.y; ++i)\n"
-"              RT += OffsetVector *  step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
-"              RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
-"      return RT.xy;\n"
-"#else\n"
-"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n"
-"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n"
-"      float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n"
-"      OffsetVector *= ScaleSteps.z;\n"
-"      for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-"              TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-"      return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"#  ifdef USESHADOWMAPVSDCT\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
-"{\n"
-"      float3 adir = abs(dir);\n"
-"      float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-"      return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"#  else\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
-"{\n"
-"      float3 adir = abs(dir);\n"
-"      float m; float4 proj;\n"
-"      if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n"
-"      if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n"
-"#ifdef HLSL\n"
-"      return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n"
-"#else\n"
-"      float2 mparams = ShadowMap_Parameters.xy / m;\n"
-"      return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n"
-"#endif\n"
-"}\n"
-"#  endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
-"#else\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
-"#endif\n"
-"{\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
-"#endif\n"
-"      float f;\n"
-"\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"#    else\n"
-"      f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
-"#    endif\n"
-"#  else\n"
-"#    ifdef USESHADOWMAPPCF\n"
-"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
-"#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
-"#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
-"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
-"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
-"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
-"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
-"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
-"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
-"      float4 locols = float4(group1.ab, group3.ab);\n"
-"      float4 hicols = float4(group7.rg, group9.rg);\n"
-"      locols.yz += group2.ab;\n"
-"      hicols.yz += group8.rg;\n"
-"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
-"                              float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
-"                              lerp(locols, hicols, offset.y);\n"
-"      float4 cols = group5 + float4(group2.rg, group8.ab);\n"
-"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
-"      f = dot(cols, float4(1.0/25.0));\n"
-"#      else\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"#      endif\n"
-"#     else\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
-"#      endif\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
-"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
-"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
-"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
-"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
-"#      else\n"
-"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
-"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
-"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
-"      float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
-"#      endif\n"
-"#     endif\n"
-"#    else\n"
-"      f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"#    endif\n"
-"#  endif\n"
-"#  ifdef USESHADOWMAPORTHO\n"
-"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
-"#  else\n"
-"      return f;\n"
-"#  endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USEOFFSETMAPPING\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
-")\n"
-"{\n"
-"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      gl_FrontColor = gl_Color;\n"
-"      TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
-"#endif\n"
-"\n"
-"      VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
-"      VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-"      VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"      VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"#ifdef USEALPHAKILL\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#endif\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
-"uniform float4 OffsetMapping_LodDistance : register(c53),\n"
-"uniform float OffsetMapping_Bias : register(c54),\n"
-"#endif\n"
-"uniform half SpecularPower : register(c36),\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      float2 dPdx = ddx(TexCoord);\n"
-"      float2 dPdy = ddy(TexCoord);\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n"
-"      float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-"      //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
-"      //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
-"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n"
-"#else\n"
-"      float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n"
-"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n"
-"#endif\n"
-"\n"
-"      float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n"
-"      dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 ModelViewPosition : TEXCOORD0\n"
-")\n"
-"{\n"
-"      ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"uniform float4x4 ViewToLight : register(c44),\n"
-"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform float3 LightPosition : register(c23),\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredColor_Ambient : register(c9),\n"
-"uniform half3 DeferredColor_Diffuse : register(c10),\n"
-"#ifdef USESPECULAR\n"
-"uniform half3 DeferredColor_Specular : register(c11),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#endif\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-")\n"
-"{\n"
-"      // calculate viewspace pixel position\n"
-"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      float3 position;\n"
-"      // get the geometry information (depth, normal, specular exponent)\n"
-"      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
-"      // decode viewspace pixel normal\n"
-"//    float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n"
-"      float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n"
-"      // decode viewspace pixel position\n"
-"//    position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n"
-"      position.z = normalmap.b;\n"
-"//    position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-"\n"
-"      // now do the actual shading\n"
-"      // surfacenormal = pixel normal in viewspace\n"
-"      // LightVector = pixel to light in viewspace\n"
-"      // CubeVector = position in lightspace\n"
-"      // eyevector = pixel to view in viewspace\n"
-"      float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
-"      half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#ifdef USEDIFFUSE\n"
-"      // calculate diffuse shading\n"
-"      half3 lightnormal = half3(normalize(LightPosition - position));\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      // calculate directional shading\n"
-"      float3 eyevector = position * -1.0;\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
-"#  else\n"
-"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
-"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
-"#  endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-"      ));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-"      gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-"      gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"      gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-"      gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-"      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData0.rgb *= cubecolor;\n"
-"      gl_FragData1.rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"\n"
-"uniform float3 EyePosition : register(c24),\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float4x4 ModelToLight : register(c20),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform float3 LightDir : register(c26),\n"
-"#endif\n"
-"uniform float4 FogPlane : register(c25),\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform float4x4 ShadowMapMatrix : register(c16),\n"
-"#endif\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"out float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
-"out float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"out float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"out float4 gl_Position : POSITION\n"
-")\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
-"      gl_FrontColor = gl_Color;\n"
-"#endif\n"
-"      // copy the surface texcoord\n"
-"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"      TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // transform vertex position into light attenuation/cubemap space\n"
-"      // (-1 to +1 across the light box)\n"
-"      CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-"      // transform unnormalized light direction into tangent space\n"
-"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
-"      //  normalize it per pixel)\n"
-"      float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-"      LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-"      LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n"
-"#endif\n"
-"\n"
-"      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"      VectorS = gl_MultiTexCoord1.xyz;\n"
-"      VectorT = gl_MultiTexCoord2.xyz;\n"
-"      VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-"      // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef USETRIPPY\n"
-"      gl_Position = TrippyVertex(gl_Position);\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
-"float2 Pixel : WPOS,\n"
-"#endif\n"
-"#endif\n"
-"float4 gl_FrontColor : COLOR,\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_Glow : register(s3),\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryColor : register(s5),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_SecondaryGlow : register(s7),\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler Texture_Pants : register(s4),\n"
-"uniform sampler Texture_Shirt : register(s7),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform sampler Texture_FogHeightTexture : register(s14),\n"
-"uniform sampler Texture_FogMask : register(s8),\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler Texture_Lightmap : register(s9),\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler Texture_Deluxemap : register(s10),\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
-"uniform sampler Texture_ScreenSpecular : register(s12),\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform half3 Color_Pants : register(c7),\n"
-"uniform half3 Color_Shirt : register(c8),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform float3 FogColor : register(c16),\n"
-"uniform float FogRangeRecip : register(c20),\n"
-"uniform float FogPlaneViewDist : register(c19),\n"
-"uniform float FogHeightFade : register(c17),\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
-"uniform float OffsetMapping_Bias : register(c54),\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredMod_Diffuse : register(c12),\n"
-"uniform half3 DeferredMod_Specular : register(c13),\n"
-"#endif\n"
-"uniform half3 Color_Ambient : register(c3),\n"
-"uniform half3 Color_Diffuse : register(c4),\n"
-"uniform half3 Color_Specular : register(c5),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#ifdef USEGLOW\n"
-"uniform half3 Color_Glow : register(c6),\n"
-"#endif\n"
-"uniform half Alpha : register(c0),\n"
-"#ifdef USEREFLECTION\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform half4 ReflectColor : register(c26),\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform float4x4 ModelToReflectCube : register(c48),\n"
-"uniform sampler Texture_ReflectMask : register(s5),\n"
-"uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"\n"
-"out float4 dp_FragColor : COLOR\n"
-")\n"
-"{\n"
-"      float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      float2 TexCoord2 = TexCoordBoth.zw;\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      float2 dPdx = ddx(TexCoord);\n"
-"      float2 dPdy = ddy(TexCoord);\n"
-"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
-"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
-"#else\n"
-"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
-"#endif\n"
-"\n"
-"      // combine the diffuse textures (base, pants, shirt)\n"
-"      half4 color = half4(offsetMappedTexture2D(Texture_Color));\n"
-"#ifdef USEALPHAKILL\n"
-"      if (color.a < 0.5)\n"
-"              discard;\n"
-"#endif\n"
-"      color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-"      color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"#ifdef USEBOTHALPHAS\n"
-"      half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n"
-"      half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n"
-"      color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n"
-"#else\n"
-"      half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
-"      //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
-"      //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
-"      color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
-"      color.a = 1.0;\n"
-"      //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USEALPHAGENVERTEX\n"
-"      color.a *= gl_FrontColor.a;\n"
-"#endif\n"
-"\n"
-"      // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
-"#else\n"
-"      half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n"
-"#endif\n"
-"\n"
-"      // get the material colors\n"
-"      half3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-"      half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n"
-"# else\n"
-"      half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-"      float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-"      float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-"      float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
-"      diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      // light source\n"
-"#ifdef USEDIFFUSE\n"
-"      half3 lightnormal = half3(normalize(LightVector));\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"#else\n"
-"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"#endif\n"
-"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-"      color.rgb *= LightColor;\n"
-"      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-"      ));\n"
-"\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-"      color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
-"# endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
-"#endif\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z);\n"
-"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"//    color.r = half(shadowmaptc.z);\n"
-"//    color.r = 1;\n"
-"//    color.rgb = abs(CubeVector);\n"
-"#endif\n"
-"//    color.rgb = half3(1,1,1);\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"      #define SHADING\n"
-"      #ifdef USEDIFFUSE\n"
-"              half3 lightnormal = half3(normalize(LightVector));\n"
-"      #endif\n"
-"      #define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"      #define SHADING\n"
-"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-"      half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-"      // convert modelspace light vector to tangentspace\n"
-"      half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\n"
-"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"      #define SHADING\n"
-"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"      half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n"
-"      #define SHADING\n"
-"      // forced deluxemap on lightmapped/vertexlit surfaces\n"
-"      half3 lightnormal = half3(0.0, 0.0, 1.0);\n"
-"   #ifdef USELIGHTMAP\n"
-"              half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
-"   #else\n"
-"              half3 lightcolor = half3(gl_FrontColor.rgb);\n"
-"   #endif\n"
-"#endif\n"
-"#ifdef MODE_FAKELIGHT\n"
-"      #define SHADING\n"
-"      half3 lightnormal = half3(normalize(EyeVector));\n"
-"      half3 lightcolor = half3(1.0,1.0,1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-"      color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-"      color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#  ifdef USESPECULAR\n"
-"#   ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"#   else\n"
-"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
-"#   endif\n"
-"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"#  else\n"
-"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"#  endif\n"
-"# else\n"
-"      color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
-"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
-"//    color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
-"//    color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n"
-"#else\n"
-"      color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"      color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n"
-"#endif\n"
-"\n"
-"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
-"#ifdef USEREFLECTION\n"
-"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-"      float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
-"      // FIXME temporary hack to detect the case that the reflection\n"
-"      // gets blackened at edges due to leaving the area that contains actual\n"
-"      // content.\n"
-"      // Remove this 'ack once we have a better way to stop this thing from\n"
-"      // 'appening.\n"
-"      float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-"      dp_FragColor = float4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
+"// written by Forest 'LordHavoc' Hale\n",
+"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
+"\n",
+"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n",
+"#if defined(USEREFLECTION)\n",
+"#undef USESHADOWMAPORTHO\n",
+"#endif\n",
+"\n",
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n",
+"# define USEFOG\n",
+"#endif\n",
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
+"#define USELIGHTMAP\n",
+"#endif\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n",
+"#define USEEYEVECTOR\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"#ifdef HLSL\n",
+"//#undef USESHADOWMAPPCF\n",
+"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n",
+"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n",
+"#else\n",
+"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"#ifdef USETRIPPY\n",
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
+"// tweaked scale\n",
+"float4 TrippyVertex(float4 position)\n",
+"(\n",
+"uniform float ClientTime : register(c2)\n",
+")\n",
+"{\n",
+"      float worldTime = ClientTime;\n",
+"      // tweaked for Quake\n",
+"      worldTime *= 10.0;\n",
+"      position *= 0.125;\n",
+"      //~tweaked for Quake\n",
+"      float distanceSquared = (position.x * position.x + position.z * position.z);\n",
+"      position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n",
+"      float y = position.y;\n",
+"      float x = position.x;\n",
+"      float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n",
+"      position.y = x*sin(om)+y*cos(om);\n",
+"      position.x = x*cos(om)-y*sin(om);\n",
+"      return position;\n",
+"}\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEPTH_OR_SHADOW\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"out float4 gl_Position : POSITION,\n",
+"out float Depth : TEXCOORD0\n",
+")\n",
+"{\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"      Depth = gl_Position.z;\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float Depth : TEXCOORD0,\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"//    float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n",
+"      float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n",
+"      temp.yz -= floor(temp.yz);\n",
+"      dp_FragColor = temp;\n",
+"//    dp_FragColor = float4(Depth,0,0,0);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_DEPTH_OR_SHADOW\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_POSTPROCESS\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord1 : TEXCOORD0,\n",
+"out float2 TexCoord2 : TEXCOORD1\n",
+")\n",
+"{\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n",
+"#ifdef USEBLOOM\n",
+"      TexCoord2 = gl_MultiTexCoord4.xy;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float2 TexCoord1 : TEXCOORD0,\n",
+"float2 TexCoord2 : TEXCOORD1,\n",
+"uniform sampler Texture_First : register(s0),\n",
+"#ifdef USEBLOOM\n",
+"uniform sampler Texture_Second : register(s1),\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler Texture_GammaRamps : register(s2),\n",
+"#endif\n",
+"#ifdef USESATURATION\n",
+"uniform float Saturation : register(c30),\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"uniform float4 ViewTintColor : register(c41),\n",
+"#endif\n",
+"uniform float4 UserVec1 : register(c37),\n",
+"uniform float4 UserVec2 : register(c38),\n",
+"uniform float4 UserVec3 : register(c39),\n",
+"uniform float4 UserVec4 : register(c40),\n",
+"uniform float ClientTime : register(c2),\n",
+"uniform float2 PixelSize : register(c25),\n",
+"uniform float4 BloomColorSubtract : register(c43),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      dp_FragColor = tex2D(Texture_First, TexCoord1);\n",
+"#ifdef USEBLOOM\n",
+"      dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
+"#ifdef USEPOSTPROCESSING\n",
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
+"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n",
+"      float sobel = 1.0;\n",
+"      // float2 ts = textureSize(Texture_First, 0);\n",
+"      // float2 px = float2(1/ts.x, 1/ts.y);\n",
+"      float2 px = PixelSize;\n",
+"      float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n",
+"      float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n",
+"      float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n",
+"      float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n",
+"      float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n",
+"      float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n",
+"      float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n",
+"      float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n",
+"      float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n",
+"      float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n",
+"      float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n",
+"      float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n",
+"      float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n",
+"      float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n",
+"      float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n",
+"      float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n",
+"      float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n",
+"      float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n",
+"      float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n",
+"      float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n",
+"      float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n",
+"      float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n",
+"      float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n",
+"      float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n",
+"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n",
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n",
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n",
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n",
+"      dp_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n",
+"      dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
+"      dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n",
+"#endif\n",
+"\n",
+"#ifdef USESATURATION\n",
+"      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
+"      float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n",
+"      // 'vampire sight' effect, wheres red is compensated\n",
+"      #ifdef SATURATION_REDCOMPENSATE\n",
+"              float rboost = max(0.0, (dp_FragColor.r - max(dp_FragColor.g, dp_FragColor.b))*(1.0 - Saturation));\n",
+"              dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n",
+"              dp_FragColor.r += r;\n",
+"      #else\n",
+"              // normal desaturation\n",
+"              //dp_FragColor = float3(y,y,y) + (dp_FragColor.rgb - float3(y)) * Saturation;\n",
+"              dp_FragColor.rgb = lerp(float3(y,y,y), dp_FragColor.rgb, Saturation);\n",
+"      #endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEGAMMARAMPS\n",
+"      dp_FragColor.r = tex2D(Texture_GammaRamps, float2(dp_FragColor.r, 0)).r;\n",
+"      dp_FragColor.g = tex2D(Texture_GammaRamps, float2(dp_FragColor.g, 0)).g;\n",
+"      dp_FragColor.b = tex2D(Texture_GammaRamps, float2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_POSTPROCESS\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_GENERIC\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_Color : COLOR0,\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"out float4 gl_Position : POSITION,\n",
+"#ifdef USEDIFFUSE\n",
+"out float2 TexCoord1 : TEXCOORD0,\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"out float2 TexCoord2 : TEXCOORD1,\n",
+"#endif\n",
+"out float4 gl_FrontColor : COLOR\n",
+")\n",
+"{\n",
+"      gl_FrontColor = gl_Color;\n",
+"#ifdef USEDIFFUSE\n",
+"      TexCoord1 = gl_MultiTexCoord0.xy;\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      TexCoord2 = gl_MultiTexCoord1.xy;\n",
+"#endif\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float4 gl_FrontColor : COLOR0,\n",
+"float2 TexCoord1 : TEXCOORD0,\n",
+"float2 TexCoord2 : TEXCOORD1,\n",
+"#ifdef USEDIFFUSE\n",
+"uniform sampler Texture_First : register(s0),\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"uniform sampler Texture_Second : register(s1),\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"uniform sampler Texture_GammaRamps : register(s2),\n",
+"#endif\n",
+"uniform half Alpha : register(c0),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"#ifdef USEVIEWTINT\n",
+"      dp_FragColor = gl_FrontColor;\n",
+"#else\n",
+"      dp_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n",
+"#endif\n",
+"#ifdef USEDIFFUSE\n",
+"# ifdef USEREFLECTCUBE\n",
+"      // suppress texture alpha\n",
+"      dp_FragColor.rgb *= tex2D(Texture_First, TexCoord1).rgb;\n",
+"# else\n",
+"      dp_FragColor *= tex2D(Texture_First, TexCoord1);\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESPECULAR\n",
+"      float4 tex2 = tex2D(Texture_Second, TexCoord2);\n",
+"# ifdef USECOLORMAPPING\n",
+"      dp_FragColor *= tex2;\n",
+"# endif\n",
+"# ifdef USEGLOW\n",
+"      dp_FragColor += tex2;\n",
+"# endif\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+"      dp_FragColor = lerp(dp_FragColor, tex2, tex2.a);\n",
+"# endif\n",
+"#endif\n",
+"#ifdef USEGAMMARAMPS\n",
+"      dp_FragColor.r = tex2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n",
+"      dp_FragColor.g = tex2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n",
+"      dp_FragColor.b = tex2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n",
+"#endif\n",
+"#ifdef USEALPHAKILL\n",
+"      dp_FragColor.a *= Alpha;\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_GENERIC\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_BLOOMBLUR\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord : TEXCOORD0\n",
+")\n",
+"{\n",
+"      TexCoord = gl_MultiTexCoord0.xy;\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float2 TexCoord : TEXCOORD0,\n",
+"uniform sampler Texture_First : register(s0),\n",
+"uniform float4 BloomBlur_Parameters : register(c1),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      int i;\n",
+"      float2 tc = TexCoord;\n",
+"      float3 color = tex2D(Texture_First, tc).rgb;\n",
+"      tc += BloomBlur_Parameters.xy;\n",
+"      for (i = 1;i < SAMPLES;i++)\n",
+"      {\n",
+"              color += tex2D(Texture_First, tc).rgb;\n",
+"              tc += BloomBlur_Parameters.xy;\n",
+"      }\n",
+"      dp_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_BLOOMBLUR\n",
+"#ifdef MODE_REFRACTION\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"uniform float3 EyePosition : register(c24),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord : TEXCOORD0,\n",
+"out float3 EyeVector : TEXCOORD1,\n",
+"out float4 ModelViewProjectionPosition : TEXCOORD2\n",
+")\n",
+"{\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      gl_FrontColor = gl_Color;\n",
+"#endif\n",
+"      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"float2 TexCoord : TEXCOORD0,\n",
+"float3 EyeVector : TEXCOORD1,\n",
+"float4 ModelViewProjectionPosition : TEXCOORD2,\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Refraction : register(s3),\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform float4 RefractColor : register(c29),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      float2 distort = DistortScaleRefractReflect.xy * gl_FrontColor.a;\n",
+"      float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n",
+"#else\n",
+"      float2 distort = DistortScaleRefractReflect.xy;\n",
+"      float4 refractcolor = RefractColor;\n",
+"#endif\n",
+"      float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * distort;\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+"      dp_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * refractcolor;\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_REFRACTION\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_WATER\n",
+"#ifdef VERTEX_SHADER\n",
+"\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n",
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"uniform float3 EyePosition : register(c24),\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 gl_Position : POSITION,\n",
+"out float2 TexCoord : TEXCOORD0,\n",
+"out float3 EyeVector : TEXCOORD1,\n",
+"out float4 ModelViewProjectionPosition : TEXCOORD2\n",
+")\n",
+"{\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      gl_FrontColor = gl_Color;\n",
+"#endif\n",
+"      TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n",
+"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n",
+"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"float2 TexCoord : TEXCOORD0,\n",
+"float3 EyeVector : TEXCOORD1,\n",
+"float4 ModelViewProjectionPosition : TEXCOORD2,\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Refraction : register(s3),\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform float4 RefractColor : register(c29),\n",
+"uniform float4 ReflectColor : register(c26),\n",
+"uniform float ReflectFactor : register(c27),\n",
+"uniform float ReflectOffset : register(c28),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      float4 distort = DistortScaleRefractReflect * gl_FrontColor.a;\n",
+"      float reflectoffset = ReflectOffset * gl_FrontColor.a;\n",
+"      float reflectfactor = ReflectFactor * gl_FrontColor.a;\n",
+"      float4 refractcolor = mix(RefractColor, vec4(1.0, 1.0, 1.0, 1.0), gl_FrontColor.a);\n",
+"#else\n",
+"      float4 distort = DistortScaleRefractReflect;\n",
+"      float reflectoffset = ReflectOffset;\n",
+"      float reflectfactor = ReflectFactor;\n",
+"      float4 refractcolor = RefractColor;\n",
+"#endif\n",
+"      float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * distort;\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n",
+"      f  = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n",
+"      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * reflectfactor + reflectoffset;\n",
+"      dp_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * refractcolor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n",
+"}\n",
+"#endif\n",
+"#else // !MODE_WATER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n",
+"\n",
+"// fragment shader specific:\n",
+"#ifdef FRAGMENT_SHADER\n",
+"\n",
+"#ifdef USEFOG\n",
+"float3 FogVertex(float4 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n",
+"{\n",
+"      float fogfrac;\n",
+"      float3 fc = FogColor;\n",
+"#ifdef USEFOGALPHAHACK\n",
+"      fc *= surfacecolor.a;\n",
+"#endif\n",
+"#ifdef USEFOGHEIGHTTEXTURE\n",
+"      float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n",
+"      fogfrac = fogheightpixel.a;\n",
+"      return lerp(fogheightpixel.rgb * fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#else\n",
+"# ifdef USEFOGOUTSIDE\n",
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n",
+"# else\n",
+"      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n",
+"# endif\n",
+"      return lerp(fc, surfacecolor.rgb, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n",
+"#endif\n",
+"}\n",
+"#endif\n",
+"\n",
+"#ifdef USEOFFSETMAPPING\n",
+"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n",
+"{\n",
+"      float i;\n",
+"      // distance-based LOD\n",
+"#ifdef USEOFFSETMAPPING_LOD\n",
+"      //float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"      //float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"      float GuessLODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+"      // stupid workaround because 1-step and 2-step reliefmapping is void\n",
+"      float LODSteps = max(3.0, ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y));\n",
+"#else\n",
+"      float LODSteps = ceil(GuessLODFactor * OffsetMapping_ScaleSteps.y);\n",
+"#endif\n",
+"      float LODFactor = LODSteps / OffsetMapping_ScaleSteps.y;\n",
+"      float4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, LODSteps, 1.0 / LODSteps, OffsetMapping_ScaleSteps.w * LODFactor);\n",
+"#else\n",
+"      #define ScaleSteps OffsetMapping_ScaleSteps\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n",
+"      // 14 sample relief mapping: linear search and then binary search\n",
+"      // this basically steps forward a small amount repeatedly until it finds\n",
+"      // itself inside solid, then jitters forward and back using decreasing\n",
+"      // amounts to find the impact\n",
+"      //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n",
+"      //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n",
+"      float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n",
+"      float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n",
+"      OffsetVector *= ScaleSteps.z;\n",
+"      for(i = 1.0; i < ScaleSteps.y; ++i)\n",
+"              RT += OffsetVector *  step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n",
+"      for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n",
+"              RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n",
+"      return RT.xy;\n",
+"#else\n",
+"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n",
+"      //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n",
+"      //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n",
+"      float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n",
+"      OffsetVector *= ScaleSteps.z;\n",
+"      for(i = 0.0; i < ScaleSteps.y; ++i)\n",
+"              TexCoord += OffsetVector * ((1.0 - OffsetMapping_Bias) - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n",
+"      return TexCoord;\n",
+"#endif\n",
+"}\n",
+"#endif // USEOFFSETMAPPING\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"#if defined(USESHADOWMAP2D)\n",
+"# ifdef USESHADOWMAPORTHO\n",
+"#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n",
+"# else\n",
+"#  ifdef USESHADOWMAPVSDCT\n",
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n",
+"{\n",
+"      float3 adir = abs(dir);\n",
+"      float2 mparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n",
+"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n",
+"      return float3(lerp(dir.xy, dir.zz, proj.xy) * mparams.x + proj.zw * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"}\n",
+"#  else\n",
+"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n",
+"{\n",
+"      float3 adir = abs(dir);\n",
+"      float m; float4 proj;\n",
+"      if (adir.x > adir.y) { m = adir.x; proj = float4(dir.zyx, 0.5); } else { m = adir.y; proj = float4(dir.xzy, 1.5); }\n",
+"      if (adir.z > m) { m = adir.z; proj = float4(dir, 2.5); }\n",
+"#ifdef HLSL\n",
+"      return float3(proj.xy * ShadowMap_Parameters.x / m + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, m + 64 * ShadowMap_Parameters.w);\n",
+"#else\n",
+"      float2 mparams = ShadowMap_Parameters.xy / m;\n",
+"      return float3(proj.xy * mparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, mparams.y + ShadowMap_Parameters.w);\n",
+"#endif\n",
+"}\n",
+"#  endif\n",
+"# endif\n",
+"#endif // defined(USESHADOWMAP2D)\n",
+"\n",
+"# ifdef USESHADOWMAP2D\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n",
+"#else\n",
+"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n",
+"#endif\n",
+"{\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n",
+"#else\n",
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n",
+"#endif\n",
+"      float f;\n",
+"\n",
+"#  ifdef USESHADOWSAMPLER\n",
+"#    ifdef USESHADOWMAPPCF\n",
+"#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n",
+"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n",
+"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n",
+"#    else\n",
+"      f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n",
+"#    endif\n",
+"#  else\n",
+"#    ifdef USESHADOWMAPPCF\n",
+"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n",
+"#      ifdef GL_ARB_texture_gather\n",
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n",
+"#      else\n",
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n",
+"#      endif\n",
+"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n",
+"#      if USESHADOWMAPPCF > 1\n",
+"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n",
+"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n",
+"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n",
+"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n",
+"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n",
+"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n",
+"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n",
+"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n",
+"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n",
+"      float4 locols = float4(group1.ab, group3.ab);\n",
+"      float4 hicols = float4(group7.rg, group9.rg);\n",
+"      locols.yz += group2.ab;\n",
+"      hicols.yz += group8.rg;\n",
+"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n",
+"                              float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n",
+"                              lerp(locols, hicols, offset.y);\n",
+"      float4 cols = group5 + float4(group2.rg, group8.ab);\n",
+"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n",
+"      f = dot(cols, float4(1.0/25.0));\n",
+"#      else\n",
+"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n",
+"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n",
+"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n",
+"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n",
+"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n",
+"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n",
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
+"#      endif\n",
+"#     else\n",
+"#      ifdef GL_EXT_gpu_shader4\n",
+"#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n",
+"#      else\n",
+"#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n",
+"#      endif\n",
+"#      if USESHADOWMAPPCF > 1\n",
+"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n",
+"      center *= ShadowMap_TextureScale;\n",
+"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n",
+"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n",
+"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n",
+"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n",
+"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n",
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n",
+"#      else\n",
+"      float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n",
+"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n",
+"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n",
+"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n",
+"      float3 cols = row2 + lerp(row1, row3, offset.y);\n",
+"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n",
+"#      endif\n",
+"#     endif\n",
+"#    else\n",
+"      f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n",
+"#    endif\n",
+"#  endif\n",
+"#  ifdef USESHADOWMAPORTHO\n",
+"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n",
+"#  else\n",
+"      return f;\n",
+"#  endif\n",
+"}\n",
+"# endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDGEOMETRY\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n",
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n",
+"#endif\n",
+"uniform float4x4 ModelViewMatrix : register(c12),\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform float3 EyePosition : register(c24),\n",
+"#endif\n",
+"out float4 gl_Position : POSITION,\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USEOFFSETMAPPING\n",
+"out float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n",
+")\n",
+"{\n",
+"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      gl_FrontColor = gl_Color;\n",
+"      TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n",
+"#endif\n",
+"\n",
+"      // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n",
+"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n",
+"#endif\n",
+"\n",
+"      VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n",
+"      VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n",
+"      VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"      VectorR.w = mul(ModelViewMatrix, gl_Vertex).z;\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"float4 TexCoordBoth : TEXCOORD0,\n",
+"float3 EyeVector : TEXCOORD2,\n",
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"#ifdef USEALPHAKILL\n",
+"uniform sampler Texture_Color : register(s1),\n",
+"#endif\n",
+"uniform sampler Texture_Gloss : register(s2),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler Texture_SecondaryNormal : register(s4),\n",
+"uniform sampler Texture_SecondaryGloss : register(s6),\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n",
+"uniform float4 OffsetMapping_LodDistance : register(c53),\n",
+"uniform float OffsetMapping_Bias : register(c54),\n",
+"#endif\n",
+"uniform half SpecularPower : register(c36),\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      float2 TexCoord = TexCoordBoth.xy;\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\n",
+"      float2 dPdx = ddx(TexCoord);\n",
+"      float2 dPdy = ddy(TexCoord);\n",
+"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n",
+"#endif\n",
+"\n",
+"#ifdef USEALPHAKILL\n",
+"      if (offsetMappedTexture2D(Texture_Color).a < 0.5)\n",
+"              discard;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      float alpha = offsetMappedTexture2D(Texture_Color).a;\n",
+"      float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n",
+"      //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n",
+"      //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n",
+"#endif\n",
+"\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n",
+"      float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, offsetMappedTexture2D(Texture_Gloss).a, terrainblend);\n",
+"#else\n",
+"      float3 surfacenormal = offsetMappedTexture2D(Texture_Normal).rgb - float3(0.5, 0.5, 0.5);\n",
+"      float a = offsetMappedTexture2D(Texture_Gloss).a;\n",
+"#endif\n",
+"\n",
+"      float3 pixelnormal = normalize(surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz);\n",
+"      dp_FragColor = float4(pixelnormal.x, pixelnormal.y, VectorR.w, a);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDGEOMETRY\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"uniform float4x4 ModelViewMatrix : register(c12),\n",
+"out float4 gl_Position : POSITION,\n",
+"out float4 ModelViewPosition : TEXCOORD0\n",
+")\n",
+"{\n",
+"      ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef HLSL\n",
+"float2 Pixel : VPOS,\n",
+"#else\n",
+"float2 Pixel : WPOS,\n",
+"#endif\n",
+"float4 ModelViewPosition : TEXCOORD0,\n",
+"uniform float4x4 ViewToLight : register(c44),\n",
+"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n",
+"uniform float3 LightPosition : register(c23),\n",
+"uniform half2 PixelToScreenTexCoord : register(c42),\n",
+"uniform half3 DeferredColor_Ambient : register(c9),\n",
+"uniform half3 DeferredColor_Diffuse : register(c10),\n",
+"#ifdef USESPECULAR\n",
+"uniform half3 DeferredColor_Specular : register(c11),\n",
+"uniform half SpecularPower : register(c36),\n",
+"#endif\n",
+"uniform sampler Texture_Attenuation : register(s9),\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"\n",
+"#ifdef USECUBEFILTER\n",
+"uniform samplerCUBE Texture_Cube : register(s10),\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# else\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_Parameters : register(c34),\n",
+"#endif\n",
+"\n",
+"out float4 gl_FragData0 : COLOR0,\n",
+"out float4 gl_FragData1 : COLOR1\n",
+")\n",
+"{\n",
+"      // calculate viewspace pixel position\n",
+"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n",
+"      float3 position;\n",
+"      // get the geometry information (depth, normal, specular exponent)\n",
+"      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n",
+"      // decode viewspace pixel normal\n",
+"//    float3 surfacenormal = normalize(normalmap.rgb - cast_myhalf3(0.5,0.5,0.5));\n",
+"      float3 surfacenormal = half3(normalmap.rg, sqrt(1.0-dot(normalmap.rg, normalmap.rg)));\n",
+"      // decode viewspace pixel position\n",
+"//    position.z = decodedepthmacro(dp_texture2D(Texture_ScreenDepth, ScreenTexCoord));\n",
+"      position.z = normalmap.b;\n",
+"//    position.z = ScreenToDepth.y / (dp_texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n",
+"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n",
+"\n",
+"      // now do the actual shading\n",
+"      // surfacenormal = pixel normal in viewspace\n",
+"      // LightVector = pixel to light in viewspace\n",
+"      // CubeVector = position in lightspace\n",
+"      // eyevector = pixel to view in viewspace\n",
+"      float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n",
+"      half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
+"#ifdef USEDIFFUSE\n",
+"      // calculate diffuse shading\n",
+"      half3 lightnormal = half3(normalize(LightPosition - position));\n",
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      // calculate directional shading\n",
+"      float3 eyevector = position * -1.0;\n",
+"#  ifdef USEEXACTSPECULARMATH\n",
+"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n",
+"#  else\n",
+"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n",
+"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n",
+"#  endif\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+", Texture_CubeProjection\n",
+"#endif\n",
+"      ));\n",
+"#endif\n",
+"\n",
+"#ifdef USEDIFFUSE\n",
+"      gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n",
+"#else\n",
+"      gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n",
+"#endif\n",
+"#ifdef USESPECULAR\n",
+"      gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n",
+"#else\n",
+"      gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n",
+"#endif\n",
+"\n",
+"# ifdef USECUBEFILTER\n",
+"      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n",
+"      gl_FragData0.rgb *= cubecolor;\n",
+"      gl_FragData1.rgb *= cubecolor;\n",
+"# endif\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"#else // !MODE_DEFERREDLIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef VERTEX_SHADER\n",
+"void main\n",
+"(\n",
+"float4 gl_Vertex : POSITION,\n",
+"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n",
+"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
+"float4 gl_Color : COLOR0,\n",
+"#endif\n",
+"float4 gl_MultiTexCoord0 : TEXCOORD0,\n",
+"float4 gl_MultiTexCoord1 : TEXCOORD1,\n",
+"float4 gl_MultiTexCoord2 : TEXCOORD2,\n",
+"float4 gl_MultiTexCoord3 : TEXCOORD3,\n",
+"float4 gl_MultiTexCoord4 : TEXCOORD4,\n",
+"\n",
+"uniform float3 EyePosition : register(c24),\n",
+"uniform float4x4 TexMatrix : register(c0),\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform float4x4 BackgroundTexMatrix : register(c4),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform float4x4 ModelToLight : register(c20),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform float3 LightPosition : register(c27),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform float3 LightDir : register(c26),\n",
+"#endif\n",
+"uniform float4 FogPlane : register(c25),\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform float3 LightPosition : register(c27),\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"uniform float4x4 ShadowMapMatrix : register(c16),\n",
+"#endif\n",
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
+"out float4 gl_FrontColor : COLOR,\n",
+"#endif\n",
+"out float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USELIGHTMAP\n",
+"out float2 TexCoordLightmap : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef USEEYEVECTOR\n",
+"out float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"out float4 ModelViewProjectionPosition : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n",
+"out float3 LightVector : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"out float3 CubeVector : TEXCOORD3,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n",
+"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n",
+"#endif\n",
+"out float4 gl_Position : POSITION\n",
+")\n",
+"{\n",
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n",
+"      gl_FrontColor = gl_Color;\n",
+"#endif\n",
+"      // copy the surface texcoord\n",
+"      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"      TexCoordLightmap = gl_MultiTexCoord4.xy;\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // transform vertex position into light attenuation/cubemap space\n",
+"      // (-1 to +1 across the light box)\n",
+"      CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n",
+"\n",
+"# ifdef USEDIFFUSE\n",
+"      // transform unnormalized light direction into tangent space\n",
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n",
+"      //  normalize it per pixel)\n",
+"      float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n",
+"      LightVector = float3(dot(lightminusvertex, gl_MultiTexCoord1.xyz), dot(lightminusvertex, gl_MultiTexCoord2.xyz), dot(lightminusvertex, gl_MultiTexCoord3.xyz));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n",
+"      LightVector = float3(dot(LightDir, gl_MultiTexCoord1.xyz), dot(LightDir, gl_MultiTexCoord2.xyz), dot(LightDir, gl_MultiTexCoord3.xyz));\n",
+"#endif\n",
+"\n",
+"      // transform unnormalized eye direction into tangent space\n",
+"#ifdef USEEYEVECTOR\n",
+"      float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n",
+"      EyeVector = float3(dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz), dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz));\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+"      EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n",
+"      EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"      VectorS = gl_MultiTexCoord1.xyz;\n",
+"      VectorT = gl_MultiTexCoord2.xyz;\n",
+"      VectorR = gl_MultiTexCoord3.xyz;\n",
+"#endif\n",
+"\n",
+"      // transform vertex to camera space, using ftransform to match non-VS rendering\n",
+"      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTION\n",
+"      ModelViewProjectionPosition = gl_Position;\n",
+"#endif\n",
+"#ifdef USETRIPPY\n",
+"      gl_Position = TrippyVertex(gl_Position);\n",
+"#endif\n",
+"}\n",
+"#endif // VERTEX_SHADER\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef FRAGMENT_SHADER\n",
+"void main\n",
+"(\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"#ifdef HLSL\n",
+"float2 Pixel : VPOS,\n",
+"#else\n",
+"float2 Pixel : WPOS,\n",
+"#endif\n",
+"#endif\n",
+"float4 gl_FrontColor : COLOR,\n",
+"float4 TexCoordBoth : TEXCOORD0,\n",
+"#ifdef USELIGHTMAP\n",
+"float2 TexCoordLightmap : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef USEEYEVECTOR\n",
+"float3 EyeVector : TEXCOORD2,\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"float4 ModelViewProjectionPosition : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n",
+"float3 LightVector : TEXCOORD1,\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"float3 CubeVector : TEXCOORD3,\n",
+"#endif\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"float4 ModelViewPosition : TEXCOORD0,\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n",
+"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n",
+"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n",
+"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n",
+"#endif\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n",
+"#endif\n",
+"\n",
+"uniform sampler Texture_Normal : register(s0),\n",
+"uniform sampler Texture_Color : register(s1),\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"uniform sampler Texture_Gloss : register(s2),\n",
+"#endif\n",
+"#ifdef USEGLOW\n",
+"uniform sampler Texture_Glow : register(s3),\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"uniform sampler Texture_SecondaryNormal : register(s4),\n",
+"uniform sampler Texture_SecondaryColor : register(s5),\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"uniform sampler Texture_SecondaryGloss : register(s6),\n",
+"#endif\n",
+"#ifdef USEGLOW\n",
+"uniform sampler Texture_SecondaryGlow : register(s7),\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform sampler Texture_Pants : register(s4),\n",
+"uniform sampler Texture_Shirt : register(s7),\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"uniform sampler Texture_FogHeightTexture : register(s14),\n",
+"uniform sampler Texture_FogMask : register(s8),\n",
+"#endif\n",
+"#ifdef USELIGHTMAP\n",
+"uniform sampler Texture_Lightmap : register(s9),\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n",
+"uniform sampler Texture_Deluxemap : register(s10),\n",
+"#endif\n",
+"#ifdef USEREFLECTION\n",
+"uniform sampler Texture_Reflection : register(s7),\n",
+"#endif\n",
+"\n",
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"#endif\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform sampler Texture_ScreenDepth : register(s13),\n",
+"uniform sampler Texture_ScreenNormalMap : register(s14),\n",
+"uniform sampler Texture_ScreenDiffuse : register(s11),\n",
+"uniform sampler Texture_ScreenSpecular : register(s12),\n",
+"#endif\n",
+"\n",
+"#ifdef USECOLORMAPPING\n",
+"uniform half3 Color_Pants : register(c7),\n",
+"uniform half3 Color_Shirt : register(c8),\n",
+"#endif\n",
+"#ifdef USEFOG\n",
+"uniform float3 FogColor : register(c16),\n",
+"uniform float FogRangeRecip : register(c20),\n",
+"uniform float FogPlaneViewDist : register(c19),\n",
+"uniform float FogHeightFade : register(c17),\n",
+"#endif\n",
+"\n",
+"#ifdef USEOFFSETMAPPING\n",
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n",
+"uniform float OffsetMapping_Bias : register(c54),\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"uniform half2 PixelToScreenTexCoord : register(c42),\n",
+"uniform half3 DeferredMod_Diffuse : register(c12),\n",
+"uniform half3 DeferredMod_Specular : register(c13),\n",
+"#endif\n",
+"uniform half3 Color_Ambient : register(c3),\n",
+"uniform half3 Color_Diffuse : register(c4),\n",
+"uniform half3 Color_Specular : register(c5),\n",
+"uniform half SpecularPower : register(c36),\n",
+"#ifdef USEGLOW\n",
+"uniform half3 Color_Glow : register(c6),\n",
+"#endif\n",
+"uniform half Alpha : register(c0),\n",
+"#ifdef USEREFLECTION\n",
+"uniform float4 DistortScaleRefractReflect : register(c14),\n",
+"uniform float4 ScreenScaleRefractReflect : register(c32),\n",
+"uniform float4 ScreenCenterRefractReflect : register(c31),\n",
+"uniform half4 ReflectColor : register(c26),\n",
+"#endif\n",
+"#ifdef USEREFLECTCUBE\n",
+"uniform float4x4 ModelToReflectCube : register(c48),\n",
+"uniform sampler Texture_ReflectMask : register(s5),\n",
+"uniform samplerCUBE Texture_ReflectCube : register(s6),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"uniform half3 LightColor : register(c21),\n",
+"#endif\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"uniform half3 LightColor : register(c21),\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n",
+"uniform sampler Texture_Attenuation : register(s9),\n",
+"uniform samplerCUBE Texture_Cube : register(s10),\n",
+"#endif\n",
+"\n",
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef USESHADOWSAMPLER\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# else\n",
+"uniform sampler Texture_ShadowMap2D : register(s15),\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"uniform samplerCUBE Texture_CubeProjection : register(s12),\n",
+"#endif\n",
+"\n",
+"#if defined(USESHADOWMAP2D)\n",
+"uniform float2 ShadowMap_TextureScale : register(c35),\n",
+"uniform float4 ShadowMap_Parameters : register(c34),\n",
+"#endif\n",
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n",
+"\n",
+"out float4 dp_FragColor : COLOR\n",
+")\n",
+"{\n",
+"      float2 TexCoord = TexCoordBoth.xy;\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      float2 TexCoord2 = TexCoordBoth.zw;\n",
+"#endif\n",
+"#ifdef USEOFFSETMAPPING\n",
+"      // apply offsetmapping\n",
+"      float2 dPdx = ddx(TexCoord);\n",
+"      float2 dPdy = ddy(TexCoord);\n",
+"      float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n",
+"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n",
+"#else\n",
+"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n",
+"#endif\n",
+"\n",
+"      // combine the diffuse textures (base, pants, shirt)\n",
+"      half4 color = half4(offsetMappedTexture2D(Texture_Color));\n",
+"#ifdef USEALPHAKILL\n",
+"      if (color.a < 0.5)\n",
+"              discard;\n",
+"#endif\n",
+"      color.a *= Alpha;\n",
+"#ifdef USECOLORMAPPING\n",
+"      color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n",
+"#endif\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"#ifdef USEBOTHALPHAS\n",
+"      half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n",
+"      half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n",
+"      color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n",
+"#else\n",
+"      half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n",
+"      //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n",
+"      //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n",
+"      color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n",
+"      color.a = 1.0;\n",
+"      //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n",
+"#endif\n",
+"#endif\n",
+"#ifdef USEALPHAGENVERTEX\n",
+"      color.a *= gl_FrontColor.a;\n",
+"#endif\n",
+"\n",
+"      // get the surface normal\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, offsetMappedTexture2D(Texture_Normal).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n",
+"#else\n",
+"      half3 surfacenormal = half3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5, 0.5, 0.5)));\n",
+"#endif\n",
+"\n",
+"      // get the material colors\n",
+"      half3 diffusetex = color.rgb;\n",
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n",
+"# ifdef USEVERTEXTEXTUREBLEND\n",
+"      half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), offsetMappedTexture2D(Texture_Gloss), terrainblend));\n",
+"# else\n",
+"      half4 glosstex = half4(offsetMappedTexture2D(Texture_Gloss));\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEREFLECTCUBE\n",
+"      float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n",
+"      float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n",
+"      float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n",
+"      diffusetex += half3(offsetMappedTexture2D(Texture_ReflectMask).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n",
+"#endif\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTSOURCE\n",
+"      // light source\n",
+"#ifdef USEDIFFUSE\n",
+"      half3 lightnormal = half3(normalize(LightVector));\n",
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n",
+"#ifdef USESPECULAR\n",
+"#ifdef USEEXACTSPECULARMATH\n",
+"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"#else\n",
+"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n",
+"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"#endif\n",
+"      color.rgb += glosstex.rgb * (specular * Color_Specular);\n",
+"#endif\n",
+"#else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif\n",
+"      color.rgb *= LightColor;\n",
+"      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n",
+"#if defined(USESHADOWMAP2D)\n",
+"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+", Texture_CubeProjection\n",
+"#endif\n",
+"      ));\n",
+"\n",
+"#endif\n",
+"# ifdef USECUBEFILTER\n",
+"      color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n",
+"# endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"#ifdef USESHADOWMAPVSDCT\n",
+"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n",
+"#else\n",
+"//    float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n",
+"#endif\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n",
+"//    color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n",
+"//    color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"//    color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"//    color.r = half(shadowmaptc.z);\n",
+"//    color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n",
+"//    color.r = half(shadowmaptc.z);\n",
+"//    color.r = 1;\n",
+"//    color.rgb = abs(CubeVector);\n",
+"#endif\n",
+"//    color.rgb = half3(1,1,1);\n",
+"#endif // MODE_LIGHTSOURCE\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTDIRECTION\n",
+"      #define SHADING\n",
+"      #ifdef USEDIFFUSE\n",
+"              half3 lightnormal = half3(normalize(LightVector));\n",
+"      #endif\n",
+"      #define lightcolor LightColor\n",
+"#endif // MODE_LIGHTDIRECTION\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"      #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n",
+"      half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n",
+"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n",
+"      // convert modelspace light vector to tangentspace\n",
+"      half3 lightnormal = half3(dot(lightnormal_modelspace, half3(VectorS)), dot(lightnormal_modelspace, half3(VectorT)), dot(lightnormal_modelspace, half3(VectorR)));\n",
+"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n",
+"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n",
+"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n",
+"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n",
+"      // to map the luxels to coordinates on the draw surfaces), which also causes\n",
+"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n",
+"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n",
+"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n",
+"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n",
+"      lightcolor *= 1.0 / max(0.25, lightnormal.z);\n",
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n",
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n",
+"      #define SHADING\n",
+"      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n",
+"      half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n",
+"      half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n",
+"#endif\n",
+"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n",
+"      #define SHADING\n",
+"      // forced deluxemap on lightmapped/vertexlit surfaces\n",
+"      half3 lightnormal = half3(0.0, 0.0, 1.0);\n",
+"   #ifdef USELIGHTMAP\n",
+"              half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n",
+"   #else\n",
+"              half3 lightcolor = half3(gl_FrontColor.rgb);\n",
+"   #endif\n",
+"#endif\n",
+"#ifdef MODE_FAKELIGHT\n",
+"      #define SHADING\n",
+"      half3 lightnormal = half3(normalize(EyeVector));\n",
+"      half3 lightcolor = half3(1.0,1.0,1.0);\n",
+"#endif // MODE_FAKELIGHT\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef MODE_LIGHTMAP\n",
+"      color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n",
+"#endif // MODE_LIGHTMAP\n",
+"#ifdef MODE_VERTEXCOLOR\n",
+"      color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n",
+"#endif // MODE_VERTEXCOLOR\n",
+"#ifdef MODE_FLATCOLOR\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"#endif // MODE_FLATCOLOR\n",
+"\n",
+"\n",
+"\n",
+"\n",
+"#ifdef SHADING\n",
+"# ifdef USEDIFFUSE\n",
+"      half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n",
+"#  ifdef USESPECULAR\n",
+"#   ifdef USEEXACTSPECULARMATH\n",
+"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"#   else\n",
+"      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n",
+"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n",
+"#   endif\n",
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n",
+"#  else\n",
+"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n",
+"#  endif\n",
+"# else\n",
+"      color.rgb = diffusetex * Color_Ambient;\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAPORTHO\n",
+"      color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n",
+"#endif\n",
+"\n",
+"#ifdef USEDEFERREDLIGHTMAP\n",
+"      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n",
+"      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n",
+"      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n",
+"//    color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n",
+"//    color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n",
+"#endif\n",
+"\n",
+"#ifdef USEGLOW\n",
+"#ifdef USEVERTEXTEXTUREBLEND\n",
+"      color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, offsetMappedTexture2D(Texture_Glow).rgb, terrainblend)) * Color_Glow;\n",
+"#else\n",
+"      color.rgb += half3(offsetMappedTexture2D(Texture_Glow).rgb) * Color_Glow;\n",
+"#endif\n",
+"#endif\n",
+"\n",
+"#ifdef USEFOG\n",
+"      color.rgb = half3(FogVertex(color, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture));\n",
+"#endif\n",
+"\n",
+"      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n",
+"#ifdef USEREFLECTION\n",
+"      float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n",
+"      //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n",
+"      float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n",
+"      float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(offsetMappedTexture2D(Texture_Normal).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n",
+"      // FIXME temporary hack to detect the case that the reflection\n",
+"      // gets blackened at edges due to leaving the area that contains actual\n",
+"      // content.\n",
+"      // Remove this 'ack once we have a better way to stop this thing from\n",
+"      // 'appening.\n",
+"      float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n",
+"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n",
+"      ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n",
+"      color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n",
+"#endif\n",
+"\n",
+"      dp_FragColor = float4(color);\n",
+"}\n",
+"#endif // FRAGMENT_SHADER\n",
+"\n",
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n",
+"#endif // !MODE_DEFERREDGEOMETRY\n",
+"#endif // !MODE_WATER\n",
+"#endif // !MODE_REFRACTION\n",
+"#endif // !MODE_BLOOMBLUR\n",
+"#endif // !MODE_GENERIC\n",
+"#endif // !MODE_POSTPROCESS\n",
+"#endif // !MODE_DEPTH_OR_SHADOW\n",