]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented deferred rendering (r_shadow_deferred cvar) to accelerate
[xonotic/darkplaces.git] / gl_rmain.c
index 9a1b09e586e71c5ee5a367730b303a8356a5bc26..3943a7d10b6647963559c20e9a35e5fce665b434 100644 (file)
@@ -54,8 +54,6 @@ cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambi
 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
 
-cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
-
 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
@@ -159,6 +157,8 @@ cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "widt
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 
+cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+
 extern cvar_t v_glslgamma;
 
 extern qboolean v_flipped_state;
@@ -458,94 +458,43 @@ static const char *builtinshaderstring =
 "\n"
 "// enable various extensions depending on permutation:\n"
 "\n"
-"#ifdef USESHADOWMAPRECT\n"
-"# extension GL_ARB_texture_rectangle : enable\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 USESHADOWMAPCUBE\n"
-"# extension GL_EXT_gpu_shader4 : enable\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWSAMPLER\n"
-"# extension GL_ARB_shadow : enable\n"
-"#endif\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3half3\n"
-"//# define myhalf4 half4\n"
-"//#else\n"
-"# define myhalf float\n"
-"# define myhalf2 vec2\n"
-"# define myhalf3 vec3\n"
-"# define myhalf4 vec4\n"
-"//#endif\n"
-"\n"
-"#ifdef USEFOGINSIDE\n"
-"# define USEFOG\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-"#  define USEFOG\n"
-"# endif\n"
-"#endif\n"
-"\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
-"\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_Position = ftransform();\n"
 "}\n"
-"# endif\n"
-"\n"
-"#else\n"
+"#endif\n"
+"#else // !MODE_DEPTH_ORSHADOW\n"
 "#ifdef MODE_SHOWDEPTH\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_Position = ftransform();\n"
 "      gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
 "}\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_FragColor = gl_Color;\n"
 "}\n"
-"# endif\n"
-"\n"
+"#endif\n"
 "#else // !MODE_SHOWDEPTH\n"
-"\n"
 "#ifdef MODE_POSTPROCESS\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
-"      gl_FrontColor = gl_Color;\n"
 "      gl_Position = ftransform();\n"
 "      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
 "#ifdef USEBLOOM\n"
 "      gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
 "#endif\n"
 "}\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
+"#endif\n"
 "\n"
+"#ifdef FRAGMENT_SHADER\n"
 "uniform sampler2D Texture_First;\n"
 "#ifdef USEBLOOM\n"
 "uniform sampler2D Texture_Second;\n"
@@ -589,7 +538,7 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USESATURATION\n"
 "      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-"      myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
+"      float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
 "      //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
 "      gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
 "#endif\n"
@@ -600,67 +549,64 @@ static const char *builtinshaderstring =
 "      gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
 "#endif\n"
 "}\n"
-"# endif\n"
-"\n"
-"\n"
-"#else\n"
+"#endif\n"
+"#else // !MODE_POSTPROCESS\n"
 "#ifdef MODE_GENERIC\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_FrontColor = gl_Color;\n"
-"#  ifdef USEDIFFUSE\n"
+"#ifdef USEDIFFUSE\n"
 "      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
-"#  endif\n"
-"#  ifdef USESPECULAR\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
 "      gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
-"#  endif\n"
+"#endif\n"
 "      gl_Position = ftransform();\n"
 "}\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
+"#endif\n"
 "\n"
-"#  ifdef USEDIFFUSE\n"
+"#ifdef FRAGMENT_SHADER\n"
+"#ifdef USEDIFFUSE\n"
 "uniform sampler2D Texture_First;\n"
-"#  endif\n"
-"#  ifdef USESPECULAR\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
 "uniform sampler2D Texture_Second;\n"
-"#  endif\n"
+"#endif\n"
 "\n"
 "void main(void)\n"
 "{\n"
 "      gl_FragColor = gl_Color;\n"
-"#  ifdef USEDIFFUSE\n"
+"#ifdef USEDIFFUSE\n"
 "      gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
-"#  endif\n"
+"#endif\n"
 "\n"
-"#  ifdef USESPECULAR\n"
+"#ifdef USESPECULAR\n"
 "      vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
-"#  endif\n"
-"#  ifdef USECOLORMAPPING\n"
+"#endif\n"
+"#ifdef USECOLORMAPPING\n"
 "      gl_FragColor *= tex2;\n"
-"#  endif\n"
-"#  ifdef USEGLOW\n"
+"#endif\n"
+"#ifdef USEGLOW\n"
 "      gl_FragColor += tex2;\n"
-"#  endif\n"
-"#  ifdef USEVERTEXTEXTUREBLEND\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
 "      gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
-"#  endif\n"
+"#endif\n"
 "}\n"
-"# endif\n"
-"\n"
+"#endif\n"
 "#else // !MODE_GENERIC\n"
 "#ifdef MODE_BLOOMBLUR\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
 "      gl_FrontColor = gl_Color;\n"
 "      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
 "      gl_Position = ftransform();\n"
 "}\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
+"#endif\n"
 "\n"
+"#ifdef FRAGMENT_SHADER\n"
 "uniform sampler2D Texture_First;\n"
 "uniform vec4 BloomBlur_Parameters;\n"
 "\n"
@@ -677,15 +623,164 @@ static const char *builtinshaderstring =
 "      }\n"
 "      gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
 "}\n"
+"#endif\n"
+"#else // !MODE_BLOOMBLUR\n"
+"#ifdef MODE_REFRACTION\n"
+"varying vec2 TexCoord;\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+"      gl_Position = ftransform();\n"
+"      ModelViewProjectionPosition = gl_Position;\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 vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform vec4 RefractColor;\n"
+"uniform vec4 ReflectColor;\n"
+"uniform float ReflectFactor;\n"
+"uniform float ReflectOffset;\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\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(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
+"      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_REFRACTION\n"
+"#ifdef MODE_WATER\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 EyeVector;\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#ifdef VERTEX_SHADER\n"
+"uniform vec3 EyePosition;\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"      gl_Position = ftransform();\n"
+"      ModelViewProjectionPosition = gl_Position;\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 vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform vec4 RefractColor;\n"
+"uniform vec4 ReflectColor;\n"
+"uniform float ReflectFactor;\n"
+"uniform float ReflectOffset;\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+"      vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\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(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
+"      f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\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"
+"      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_WATER\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
+"# extension GL_ARB_texture_rectangle : enable\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"
-"#else // !MODE_BLOOMBLUR\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWSAMPLER\n"
+"# extension GL_ARB_shadow : enable\n"
+"#endif\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"//#ifdef __GLSL_CG_DATA_TYPES\n"
+"//# define myhalf half\n"
+"//# define myhalf2 half2\n"
+"//# define myhalf3half3\n"
+"//# define myhalf4 half4\n"
+"//#else\n"
+"# define myhalf float\n"
+"# define myhalf2 vec2\n"
+"# define myhalf3 vec3\n"
+"# define myhalf4 vec4\n"
+"//#endif\n"
+"\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"# define USEFOG\n"
+"#endif\n"
 "\n"
 "varying vec2 TexCoord;\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "varying vec2 TexCoord2;\n"
 "#endif\n"
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#define USELIGHTMAP\n"
 "varying vec2 TexCoordLightmap;\n"
+"#endif\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 CubeVector;\n"
@@ -694,11 +789,14 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 LightVector;\n"
 "#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
 "varying vec3 LightVector;\n"
 "#endif\n"
 "\n"
+"#if defined(USEOFFSETMAPPING) || defined(USEFOG) || defined(USESPECULAR)\n"
+"#define USEEYEVECTOR\n"
 "varying vec3 EyeVector;\n"
+"#endif\n"
 "#ifdef USEFOG\n"
 "varying vec3 EyeVectorModelSpace;\n"
 "varying float FogPlaneVertexDist;\n"
@@ -708,15 +806,17 @@ static const char *builtinshaderstring =
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
-"#ifdef MODE_WATER\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"#ifdef MODE_REFRACTION\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
 "#ifdef USEREFLECTION\n"
 "varying vec4 ModelViewProjectionPosition;\n"
 "#endif\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"varying vec4 ModelViewPosition;\n"
+"#endif\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"uniform vec3 EyePosition;\n"
+"uniform vec3 LightDir;\n"
+"uniform vec4 FogPlane;\n"
 "\n"
 "\n"
 "\n"
@@ -725,25 +825,56 @@ static const char *builtinshaderstring =
 "// vertex shader specific:\n"
 "#ifdef VERTEX_SHADER\n"
 "\n"
-"uniform vec3 LightPosition;\n"
-"uniform vec3 EyePosition;\n"
-"uniform vec3 LightDir;\n"
-"uniform vec4 FogPlane;\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"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
 "void main(void)\n"
 "{\n"
+"      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
 "      gl_FrontColor = gl_Color;\n"
+"      TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
+"#endif\n"
+"\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEFOG\n"
+"      EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
+"#endif\n"
+"#ifdef USEOFFSETMAPPING\n"
+"#ifndef USEFOG\n"
+"      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"#endif\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      VectorS = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz).xyz;\n"
+"      VectorT = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz).xyz;\n"
+"      VectorR = normalize(gl_NormalMatrix * gl_MultiTexCoord3.xyz).xyz;\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"#else // !MODE_DEFERREDGEOMETRY\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"void main(void)\n"
+"{\n"
+"      ModelViewPosition = gl_ModelViewMatrix * gl_Vertex;\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"#else // !MODE_DEFERREDLIGHTSOURCE\n"
+"void main(void)\n"
+"{\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
+"      gl_FrontColor = gl_Color;\n"
+"#endif\n"
 "      // copy the surface texcoord\n"
 "      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
 "#endif\n"
-"#ifndef MODE_LIGHTSOURCE\n"
-"# ifndef MODE_LIGHTDIRECTION\n"
+"#ifdef USELIGHTMAP\n"
 "      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
-"# endif\n"
 "#endif\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
@@ -751,6 +882,7 @@ static const char *builtinshaderstring =
 "      // (-1 to +1 across the light box)\n"
 "      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\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"
@@ -758,15 +890,17 @@ static const char *builtinshaderstring =
 "      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
 "      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
 "      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"# endif\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
 "      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
 "      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
 "      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
 "#endif\n"
 "\n"
 "      // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEEYEVECTOR\n"
 "#ifndef USEFOG\n"
 "      vec3 EyeVectorModelSpace;\n"
 "#endif\n"
@@ -774,6 +908,7 @@ static const char *builtinshaderstring =
 "      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
 "      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
 "      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
 "\n"
 "#ifdef USEFOG\n"
 "      FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
@@ -785,7 +920,7 @@ static const char *builtinshaderstring =
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
 "#endif\n"
 "\n"
-"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
+"//#if defined(USEREFLECTION)\n"
 "//    ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
 "//    //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
 "//    //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
@@ -795,16 +930,12 @@ static const char *builtinshaderstring =
 "      // rendering\n"
 "      gl_Position = ftransform();\n"
 "\n"
-"#ifdef MODE_WATER\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef MODE_REFRACTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
 "#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#endif\n"
 "}\n"
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
+"#endif // !MODE_DEFERREDGEOMETRY\n"
 "\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
@@ -814,53 +945,48 @@ static const char *builtinshaderstring =
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
-"// 13 textures, we can only use up to 16 on DX9-class hardware\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"#ifdef USEGLOW\n"
 "uniform sampler2D Texture_Glow;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
 "uniform sampler2D Texture_SecondaryNormal;\n"
 "uniform sampler2D Texture_SecondaryColor;\n"
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_SecondaryGloss;\n"
+"#endif\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"
 "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"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform samplerCube Texture_Cube;\n"
-"\n"
-"#define showshadowmap 0\n"
-"\n"
-"#ifdef USESHADOWMAPRECT\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
-"# else\n"
-"uniform sampler2DRect Texture_ShadowMapRect;\n"
-"# endif\n"
 "#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
+"#ifdef USEREFLECTION\n"
+"uniform sampler2D Texture_Reflection;\n"
 "#endif\n"
 "\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCube Texture_CubeProjection;\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform sampler2DRect Texture_ScreenDepth;\n"
+"uniform sampler2DRect Texture_ScreenNormalMap;\n"
 "#endif\n"
-"\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
-"# else\n"
-"uniform samplerCube Texture_ShadowMapCube;\n"
-"# endif\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform sampler2DRect Texture_ScreenDiffuse;\n"
+"uniform sampler2DRect Texture_ScreenSpecular;\n"
 "#endif\n"
 "\n"
 "uniform myhalf3 LightColor;\n"
@@ -874,48 +1000,46 @@ static const char *builtinshaderstring =
 "uniform myhalf4 TintColor;\n"
 "\n"
 "\n"
-"//#ifdef MODE_WATER\n"
+"#ifdef USEREFLECTION\n"
 "uniform vec4 DistortScaleRefractReflect;\n"
 "uniform vec4 ScreenScaleRefractReflect;\n"
 "uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhalf4 RefractColor;\n"
 "uniform myhalf4 ReflectColor;\n"
-"uniform myhalf ReflectFactor;\n"
-"uniform myhalf ReflectOffset;\n"
-"//#else\n"
-"//# ifdef MODE_REFRACTION\n"
-"//uniform vec4 DistortScaleRefractReflect;\n"
-"//uniform vec4 ScreenScaleRefractReflect;\n"
-"//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhalf4 RefractColor;\n"
-"//#  ifdef USEREFLECTION\n"
-"//uniform myhalf4 ReflectColor;\n"
-"//#  endif\n"
-"//# else\n"
-"//#  ifdef USEREFLECTION\n"
-"//uniform vec4 DistortScaleRefractReflect;\n"
-"//uniform vec4 ScreenScaleRefractReflect;\n"
-"//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhalf4 ReflectColor;\n"
-"//#  endif\n"
-"//# endif\n"
-"//#endif\n"
+"#endif\n"
 "\n"
+"#ifdef USEGLOW\n"
 "uniform myhalf3 GlowColor;\n"
+"#endif\n"
 "uniform myhalf SceneBrightness;\n"
 "\n"
-"uniform float OffsetMapping_Scale;\n"
-"uniform float OffsetMapping_Bias;\n"
-"uniform float FogRangeRecip;\n"
-"uniform float FogPlaneViewDist;\n"
-"uniform float FogHeightFade;\n"
-"\n"
 "uniform myhalf AmbientScale;\n"
 "uniform myhalf DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
 "uniform myhalf SpecularScale;\n"
 "uniform myhalf SpecularPower;\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"#ifdef USEFOG\n"
+"uniform float FogRangeRecip;\n"
+"uniform float FogPlaneViewDist;\n"
+"uniform float FogHeightFade;\n"
+"myhalf FogVertex(void)\n"
+"{\n"
+"      float fogfrac;\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 myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
+"}\n"
+"#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
 "vec2 OffsetMapping(vec2 TexCoord)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
@@ -957,8 +1081,42 @@ static const char *builtinshaderstring =
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      return TexCoord;\n"
 "#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
+"}\n"
+"#endif // USEOFFSETMAPPING\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"uniform sampler2D Texture_Attenuation;\n"
+"uniform samplerCube Texture_Cube;\n"
+"\n"
+"#define showshadowmap 0\n"
+"\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
+"# else\n"
+"uniform sampler2DRect Texture_ShadowMapRect;\n"
+"# endif\n"
+"#endif\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"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
+"# else\n"
+"uniform samplerCube Texture_ShadowMapCube;\n"
+"# endif\n"
+"#endif\n"
 "\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform vec2 ShadowMap_TextureScale;\n"
@@ -1156,10 +1314,9 @@ static const char *builtinshaderstring =
 "}\n"
 "# endif\n"
 "#endif\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
 "\n"
-"#ifdef MODE_WATER\n"
-"\n"
-"// water pass\n"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -1168,59 +1325,98 @@ static const char *builtinshaderstring =
 "#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\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(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\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"
-"      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
-"}\n"
+"      // get diffuse alpha in case we're using alpha masking\n"
+"      float alpha = float(texture2D(Texture_Color, TexCoord).a);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
+"      //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
+"      //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
+"      alpha = 1.0;\n"
+"#endif\n"
 "\n"
-"#else // !MODE_WATER\n"
-"#ifdef MODE_REFRACTION\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      vec3 surfacenormal = normalize(mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5));\n"
+"#else\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5));\n"
+"#endif\n"
+"\n"
+"      // fade the normal in fog so that lights don't have to consider fog\n"
+"#ifdef USEFOG\n"
+"      surfacenormal *= FogVertex();\n"
+"#endif\n"
 "\n"
-"// refraction pass\n"
+"      gl_FragColor = vec4((surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5,0.5,0.5), alpha);\n"
+"}\n"
+"#else // !MODE_DEFERREDGEOMETRY\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform mat4 ViewToLight;\n"
+"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
+"uniform vec2 ScreenToDepth;\n"
+"uniform float DeferredDiffuseRange;\n"
+"uniform float DeferredSpecularRange;\n"
 "void main(void)\n"
 "{\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      // apply offsetmapping\n"
-"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\n"
+"      // calculate viewspace pixel position\n"
+"      vec3 position;\n"
+"      position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
+"      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
+"      // decode viewspace pixel normal\n"
+"      myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
+"      myhalf fade = 1;\n"
+"      myhalf3 surfacenormal = normalmap.rgb * 2 - myhalf3(1,1,1);\n"
+"#ifdef USEFOG\n"
+"      // extract fogged brightness from length of surfacenormal (because it was written this way)\n"
+"      fade *= length(surfacenormal);\n"
+"      surfacenormal = normalize(surfacenormal);\n"
+"#endif\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"
+"      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
+"      fade *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"#ifdef USEDIFFUSE\n"
+"      // get the light normal\n"
+"      myhalf3 diffusenormal = myhalf3(normalize(LightPosition - position));\n"
+"      // calculate diffuse shading\n"
+"      myhalf diffuse = AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+"# ifdef USESPECULAR\n"
+"      // calculate directional shading\n"
+"      vec3 eyevector = position * -1.0;\n"
+"#  ifdef USEEXACTSPECULARMATH\n"
+"      myhalf specular = SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
+"#  else\n"
+"      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(eyevector)));\n"
+"      myhalf specular = SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"#  endif\n"
+"# else\n"
+"      myhalf specular = 0;\n"
+"# endif\n"
+"#else\n"
+"      myhalf diffuse = 1;\n"
+"      myhalf specular = 0;\n"
 "#endif\n"
 "\n"
-"      vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-"      vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\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(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-"      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-"      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
-"}\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"      fade *= ShadowMapCompare(CubeVector);\n"
+"#endif\n"
 "\n"
-"#else // !MODE_REFRACTION\n"
+"      diffuse *= DeferredDiffuseRange;\n"
+"      specular *= DeferredSpecularRange;\n"
+"\n"
+"      myhalf3 lightcolor = TintColor.rgb * fade;\n"
+"# ifdef USECUBEFILTER\n"
+"      lightcolor *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
+"# endif\n"
+"\n"
+"      gl_FragData[0] = vec4(lightcolor * diffuse, 1.0);\n"
+"      gl_FragData[1] = vec4(lightcolor * specular, 1.0);\n"
+"}\n"
+"#else // !MODE_DEFERREDLIGHTSOURCE\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform float DeferredDiffuseRange;\n"
+"uniform float DeferredSpecularRange;\n"
+"#endif\n"
 "void main(void)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING\n"
@@ -1243,21 +1439,28 @@ static const char *builtinshaderstring =
 "      //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
 "#endif\n"
 "\n"
+"      // get the surface normal\n"
 "#ifdef USEDIFFUSE\n"
-"      // get the surface normal and the gloss color\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
 "      myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
-"#  ifdef USESPECULAR\n"
-"      myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
-"#  endif\n"
 "# else\n"
 "      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
-"#  ifdef USESPECULAR\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"      // get the gloss color\n"
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+"      myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"# else\n"
 "      myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
-"#  endif\n"
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"      myhalf3 deferredcolor = color.rgb * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredDiffuseRange + glosscolor.rgb * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredSpecularRange;\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
@@ -1421,6 +1624,10 @@ static const char *builtinshaderstring =
 "\n"
 "\n"
 "\n"
+"\n"
+"\n"
+"\n"
+"\n"
 "      color *= TintColor;\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -1435,39 +1642,11 @@ static const char *builtinshaderstring =
 "\n"
 "      // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
 "#ifdef USEFOG\n"
-"      float fogfrac;\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"
+"      color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
 "#endif\n"
-"//    float FogHeightFade1 = -0.5/1024.0;\n"
-"//    if (FogPlaneViewDist >= 0.0)\n"
-"//            fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
-"//    else\n"
-"//            fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
-"//# ifdef USEFOGABOVE\n"
-"//    if (FogPlaneViewDist >= 0.0)\n"
-"//            fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
-"//    else\n"
-"//            fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
-"//    fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
-"//    fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
-"//    fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
-"//    fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
-"\n"
-"      //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
-"      //float fade = -0.5/128.0;\n"
-"      //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
-"      //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
-"      //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
-"      //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
-"      //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
-"      //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
-"      //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
-"      //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
-"//# endif\n"
-"      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
+"\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"      color.rgb += deferredcolor;\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"
@@ -1491,6 +1670,7 @@ static const char *builtinshaderstring =
 "\n"
 "      gl_FragColor = vec4(color);\n"
 "\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "#if showshadowmap\n"
 "# ifdef USESHADOWMAPRECT\n"
 "#  ifdef USESHADOWSAMPLER\n"
@@ -1515,12 +1695,15 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "# endif\n"
 "#endif\n"
+"#endif // !MODE_LIGHTSOURCE\n"
 "}\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_WATER\n"
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
+"#endif // !MODE_DEFERREDGEOMETRY\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
+"#endif // !MODE_WATER\n"
+"#endif // !MODE_REFRACTION\n"
 "#endif // !MODE_BLOOMBLUR\n"
 "#endif // !MODE_GENERIC\n"
 "#endif // !MODE_POSTPROCESS\n"
@@ -1571,8 +1754,9 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
        SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
        SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+       SHADERPERMUTATION_LIMIT = 1<<25, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 25 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -1603,6 +1787,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
        {"#define USESHADOWSAMPLER\n", " shadowsampler"},
        {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+       {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
 };
 
 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
@@ -1621,6 +1806,8 @@ typedef enum shadermode_e
        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
 }
 shadermode_t;
@@ -1641,6 +1828,8 @@ shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
        {"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"},
 };
 
 struct r_glsl_permutation_s;
@@ -1680,6 +1869,10 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_ShadowMapCube;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
+       int loc_Texture_ScreenDepth;
+       int loc_Texture_ScreenNormalMap;
+       int loc_Texture_ScreenDiffuse;
+       int loc_Texture_ScreenSpecular;
        int loc_FogColor;
        int loc_LightPosition;
        int loc_EyePosition;
@@ -1719,6 +1912,10 @@ typedef struct r_glsl_permutation_s
        int loc_Saturation;
        int loc_ShadowMap_TextureScale;
        int loc_ShadowMap_Parameters;
+       int loc_ScreenToDepth;
+       int loc_ViewToLight;
+       int loc_DeferredDiffuseRange;
+       int loc_DeferredSpecularRange;
 }
 r_glsl_permutation_t;
 
@@ -1765,7 +1962,7 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
        if (shaderstring)
        {
                if (printfromdisknotice)
-                       Con_DPrint("from disk... ");
+                       Con_DPrintf("from disk %s... ", filename);
                return shaderstring;
        }
        else if (!strcmp(filename, "glsl/default.glsl"))
@@ -1878,6 +2075,10 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
                p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
+               p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
+               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
+               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
+               p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
                p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
                p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
                p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
@@ -1917,6 +2118,10 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
                p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
                p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
+               p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
+               p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
+               p->loc_DeferredDiffuseRange       = qglGetUniformLocationARB(p->program, "DeferredDiffuseRange");
+               p->loc_DeferredSpecularRange      = qglGetUniformLocationARB(p->program, "DeferredSpecularRange");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
                if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
@@ -1942,12 +2147,16 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
                if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
                if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
+               if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
+               if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
+               if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
+               if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
                CHECKGLERROR
                if (developer.integer)
-                       Con_Printf("GLSL shader %s compiled.\n", permutationname);
+                       Con_Printf("^5GLSL shader %s compiled.\n", permutationname);
        }
        else
-               Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
+               Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
 
        // free the strings
        if (vertexstring)
@@ -2027,7 +2236,7 @@ void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
                                }
                                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].vertexfilename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
                                        qglUseProgramObjectARB(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
@@ -2094,6 +2303,8 @@ void R_SetupShowDepthShader(void)
        }
 }
 
+extern qboolean r_shadow_usingdeferredprepass;
+extern cvar_t r_shadow_deferred_8bitrange;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
@@ -2128,10 +2339,25 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                else
                        mode = SHADERMODE_REFRACTION;
        }
+       else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
+       {
+               // normalmap (deferred prepass), may use alpha test on diffuse
+               mode = SHADERMODE_DEFERREDGEOMETRY;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (r_refdef.fogenabled)
+                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
+       }
        else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
                // light source
-               mode = SHADERMODE_LIGHTSOURCE;
+               mode = r_shadow_usingdeferredprepass ? SHADERMODE_DEFERREDLIGHTSOURCE : SHADERMODE_LIGHTSOURCE;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
@@ -2201,6 +2427,8 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
+               if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
@@ -2216,6 +2444,8 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
+               if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
        }
        else
        {
@@ -2259,12 +2489,51 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
+               if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
        }
        if(permutation & SHADERPERMUTATION_SPECULAR)
                if(r_shadow_glossexact.integer)
                        permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
        R_SetupShader_SetPermutation(mode, permutation);
-       if (mode == SHADERMODE_LIGHTSOURCE)
+       if (mode == SHADERMODE_DEFERREDLIGHTSOURCE)
+       {
+               // this is the location of the light in view space
+               vec3_t viewlightorigin;
+               // this transforms from view space (camera) to light space (cubemap)
+               matrix4x4_t viewtolight;
+               matrix4x4_t lighttoview;
+               float viewtolight16f[16];
+               Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rsurface.rtlight->shadoworigin, viewlightorigin);
+               Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rsurface.rtlight->matrix_lighttoworld);
+               Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
+               Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
+               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f);
+               if (permutation & SHADERPERMUTATION_DIFFUSE)
+               {
+                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+               }
+               else
+               {
+                       // ambient only is simpler
+                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
+               }
+               // additive passes are only darkened by fog, not tinted
+               if (r_glsl_permutation->loc_FogColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_DeferredDiffuseRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredDiffuseRange, 1.0f / r_shadow_deferred_8bitrange.value);
+               if (r_glsl_permutation->loc_DeferredSpecularRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredSpecularRange, 1.0f / r_shadow_deferred_8bitrange.value);
+       }
+       else if (mode == SHADERMODE_LIGHTSOURCE)
        {
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
                if (permutation & SHADERPERMUTATION_DIFFUSE)
@@ -2320,6 +2589,8 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
                if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
                if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+               if (r_glsl_permutation->loc_DeferredDiffuseRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredDiffuseRange, r_shadow_deferred_8bitrange.value * r_refdef.view.colorscale);
+               if (r_glsl_permutation->loc_DeferredSpecularRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredSpecularRange, r_shadow_deferred_8bitrange.value * r_refdef.view.colorscale * specularscale);
        }
        if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
@@ -2350,6 +2621,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
        }
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+       if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
        CHECKGLERROR
 }
 
@@ -2942,8 +3214,19 @@ void R_Main_ResizeViewCache(void)
        }
 }
 
+extern rtexture_t *loadingscreentexture;
 void gl_main_start(void)
 {
+       loadingscreentexture = NULL;
+       r_texture_blanknormalmap = NULL;
+       r_texture_white = NULL;
+       r_texture_grey128 = NULL;
+       r_texture_black = NULL;
+       r_texture_whitecube = NULL;
+       r_texture_normalizationcube = NULL;
+       r_texture_fogattenuation = NULL;
+       r_texture_gammaramps = NULL;
+
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -2972,6 +3255,9 @@ void gl_main_start(void)
                break;
        }
 
+       R_AnimCache_Free();
+       R_FrameData_Reset();
+
        r_numqueries = 0;
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
@@ -3004,9 +3290,11 @@ void gl_main_start(void)
        r_refdef.fogmasktable_density = 0;
 }
 
-extern rtexture_t *loadingscreentexture;
 void gl_main_shutdown(void)
 {
+       R_AnimCache_Free();
+       R_FrameData_Reset();
+
        R_Main_FreeViewCache();
 
        if (r_maxqueries)
@@ -3070,6 +3358,8 @@ void gl_main_newmap(void)
                        CL_ParseEntityLump(cl.worldmodel->brush.entities);
        }
        R_Main_FreeViewCache();
+
+       R_FrameData_Reset();
 }
 
 void GL_Main_Init(void)
@@ -3102,7 +3392,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_equalize_entities_minambient);
        Cvar_RegisterVariable(&r_equalize_entities_by);
        Cvar_RegisterVariable(&r_equalize_entities_to);
-       Cvar_RegisterVariable(&r_animcache);
        Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_useinfinitefarclip);
        Cvar_RegisterVariable(&r_farclip_base);
@@ -3182,6 +3471,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_test);
        Cvar_RegisterVariable(&r_batchmode);
        Cvar_RegisterVariable(&r_glsl_saturation);
+       Cvar_RegisterVariable(&r_framedatasize);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
@@ -3355,126 +3645,145 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 //==================================================================================
 
-// LordHavoc: animcache written by Echon, refactored and reformatted by me
+// LordHavoc: this stores temporary data used within the same frame
 
-/**
- * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
- * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
- * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
- */
-
-typedef struct r_animcache_entity_s
-{
-       float *vertex3f;
-       float *normal3f;
-       float *svector3f;
-       float *tvector3f;
-       int maxvertices;
-       qboolean wantnormals;
-       qboolean wanttangents;
-}
-r_animcache_entity_t;
+qboolean r_framedata_failed;
+static size_t r_framedata_size;
+static size_t r_framedata_current;
+static void *r_framedata_base;
 
-typedef struct r_animcache_s
+void R_FrameData_Reset(void)
 {
-       r_animcache_entity_t entity[MAX_EDICTS];
-       int maxindex;
-       int currentindex;
+       if (r_framedata_base);
+               Mem_Free(r_framedata_base);
+       r_framedata_base = NULL;
+       r_framedata_size = 0;
+       r_framedata_current = 0;
+       r_framedata_failed = false;
 }
-r_animcache_t;
 
-static r_animcache_t r_animcachestate;
-
-void R_AnimCache_Free(void)
+void R_FrameData_NewFrame(void)
 {
-       int idx;
-       for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
+       size_t wantedsize;
+       if (r_framedata_failed)
+               Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
+       wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
+       wantedsize = bound(65536, wantedsize, 128*1024*1024);
+       if (r_framedata_size != wantedsize)
        {
-               r_animcachestate.entity[idx].maxvertices = 0;
-               Mem_Free(r_animcachestate.entity[idx].vertex3f);
-               r_animcachestate.entity[idx].vertex3f = NULL;
-               r_animcachestate.entity[idx].normal3f = NULL;
-               r_animcachestate.entity[idx].svector3f = NULL;
-               r_animcachestate.entity[idx].tvector3f = NULL;
+               r_framedata_size = wantedsize;
+               if (r_framedata_base);
+                       Mem_Free(r_framedata_base);
+               r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
        }
-       r_animcachestate.currentindex = 0;
-       r_animcachestate.maxindex = 0;
+       r_framedata_current = 0;
+       r_framedata_failed = false;
 }
 
-void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
+void *R_FrameData_Alloc(size_t size)
 {
-       int arraySize;
-       float *base;
-       r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
-
-       if (cache->maxvertices >= numvertices)
-               return;
+       void *data;
 
-       // Release existing memory
-       if (cache->vertex3f)
-               Mem_Free(cache->vertex3f);
+       // align to 16 byte boundary
+       size = (size + 15) & ~15;
+       data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
+       r_framedata_current += size;
 
-       // Pad by 1024 verts
-       cache->maxvertices = (numvertices + 1023) & ~1023;
-       arraySize = cache->maxvertices * 3;
+       // check overflow
+       if (r_framedata_current > r_framedata_size)
+               r_framedata_failed = true;
 
-       // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
-       base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
-       r_animcachestate.entity[cacheIdx].vertex3f = base;
-       r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
-       r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
-       r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
+       // return NULL on everything after a failure
+       if (r_framedata_failed)
+               return NULL;
 
-//     Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
+       return data;
 }
 
-void R_AnimCache_NewFrame(void)
+void *R_FrameData_Store(size_t size, void *data)
 {
-       int i;
+       void *d = R_FrameData_Alloc(size);
+       if (d)
+               memcpy(d, data, size);
+       return d;
+}
+
+//==================================================================================
 
-       if (r_animcache.integer && r_drawentities.integer)
-               r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
-       else if (r_animcachestate.maxindex)
-               R_AnimCache_Free();
+// LordHavoc: animcache originally written by Echon, rewritten since then
 
-       r_animcachestate.currentindex = 0;
+/**
+ * Animation cache prevents re-generating mesh data for an animated model
+ * multiple times in one frame for lighting, shadowing, reflections, etc.
+ */
+
+void R_AnimCache_Free(void)
+{
+}
+
+void R_AnimCache_ClearCache(void)
+{
+       int i;
+       entity_render_t *ent;
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
-               r_refdef.scene.entities[i]->animcacheindex = -1;
+       {
+               ent = r_refdef.scene.entities[i];
+               ent->animcache_vertex3f = NULL;
+               ent->animcache_normal3f = NULL;
+               ent->animcache_svector3f = NULL;
+               ent->animcache_tvector3f = NULL;
+       }
 }
 
 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        dp_model_t *model = ent->model;
-       r_animcache_entity_t *c;
+       int numvertices;
        // see if it's already cached this frame
-       if (ent->animcacheindex >= 0)
+       if (ent->animcache_vertex3f)
        {
                // add normals/tangents if needed
-               c = r_animcachestate.entity + ent->animcacheindex;
-               if (c->wantnormals)
-                       wantnormals = false;
-               if (c->wanttangents)
-                       wanttangents = false;
                if (wantnormals || wanttangents)
-                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
+               {
+                       if (ent->animcache_normal3f)
+                               wantnormals = false;
+                       if (ent->animcache_svector3f)
+                               wanttangents = false;
+                       if (wantnormals || wanttangents)
+                       {
+                               numvertices = model->surfmesh.num_vertices;
+                               if (wantnormals)
+                                       ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                               if (wanttangents)
+                               {
+                                       ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                                       ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                               }
+                               if (!r_framedata_failed)
+                                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
+                       }
+               }
        }
        else
        {
                // see if this ent is worth caching
-               if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
+               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
                        return false;
-               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
-                       return false;
-               // assign it a cache entry and make sure the arrays are big enough
-               R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
-               ent->animcacheindex = r_animcachestate.currentindex++;
-               c = r_animcachestate.entity + ent->animcacheindex;
-               c->wantnormals = wantnormals;
-               c->wanttangents = wanttangents;
-               model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
+               // get some memory for this entity and generate mesh data
+               numvertices = model->surfmesh.num_vertices;
+               ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+               if (wantnormals)
+                       ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+               if (wanttangents)
+               {
+                       ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                       ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+               }
+               if (!r_framedata_failed)
+                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
        }
-       return true;
+       return !r_framedata_failed;
 }
 
 void R_AnimCache_CacheVisibleEntities(void)
@@ -3483,9 +3792,6 @@ void R_AnimCache_CacheVisibleEntities(void)
        qboolean wantnormals = !r_showsurfaces.integer;
        qboolean wanttangents = !r_showsurfaces.integer;
 
-       if (!r_animcachestate.maxindex)
-               return;
-
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -3496,14 +3802,17 @@ void R_AnimCache_CacheVisibleEntities(void)
                break;
        }
 
-       // TODO: thread this?
+       // TODO: thread this
+       // NOTE: R_PrepareRTLights() also caches entities
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
-       {
-               if (!r_refdef.viewcache.entityvisible[i])
-                       continue;
-               R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
-       }
+               if (r_refdef.viewcache.entityvisible[i])
+                       R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
+
+       if (r_shadows.integer)
+               for (i = 0;i < r_refdef.scene.numentities;i++)
+                       if (!r_refdef.viewcache.entityvisible[i])
+                               R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
 }
 
 //==================================================================================
@@ -3641,9 +3950,6 @@ static void R_View_UpdateEntityVisible (void)
        int samples;
        entity_render_t *ent;
 
-       if (!r_drawentities.integer)
-               return;
-
        renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
@@ -3692,9 +3998,6 @@ int R_DrawBrushModelsSky (void)
        int i, sky;
        entity_render_t *ent;
 
-       if (!r_drawentities.integer)
-               return false;
-
        sky = false;
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -3715,9 +4018,6 @@ static void R_DrawModels(void)
        int i;
        entity_render_t *ent;
 
-       if (!r_drawentities.integer)
-               return;
-
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                if (!r_refdef.viewcache.entityvisible[i])
@@ -3736,9 +4036,6 @@ static void R_DrawModelsDepth(void)
        int i;
        entity_render_t *ent;
 
-       if (!r_drawentities.integer)
-               return;
-
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                if (!r_refdef.viewcache.entityvisible[i])
@@ -3754,9 +4051,6 @@ static void R_DrawModelsDebug(void)
        int i;
        entity_render_t *ent;
 
-       if (!r_drawentities.integer)
-               return;
-
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                if (!r_refdef.viewcache.entityvisible[i])
@@ -3772,9 +4066,6 @@ static void R_DrawModelsAddWaterPlanes(void)
        int i;
        entity_render_t *ent;
 
-       if (!r_drawentities.integer)
-               return;
-
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                if (!r_refdef.viewcache.entityvisible[i])
@@ -4949,7 +5240,11 @@ void R_RenderView(void)
        r_frame++; // used only by R_GetCurrentTexture
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 
-       R_AnimCache_NewFrame();
+       if (!r_drawentities.integer)
+               r_refdef.scene.numentities = 0;
+
+       R_AnimCache_ClearCache();
+       R_FrameData_NewFrame();
 
        if (r_refdef.view.isoverlay)
        {
@@ -5059,6 +5354,7 @@ static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
 static void R_DrawModelDecals(void);
 extern cvar_t cl_decals_newsystem;
+extern qboolean r_shadow_usingdeferredprepass;
 void R_RenderScene(void)
 {
        r_refdef.stats.renders++;
@@ -5097,10 +5393,21 @@ void R_RenderScene(void)
                        R_SetupView(false);
                        R_Sky();
                        R_SetupView(true);
+                       if (r_timereport_active)
+                               R_TimeReport("sky");
                }
        }
 
        R_AnimCache_CacheVisibleEntities();
+       if (r_timereport_active)
+               R_TimeReport("animation");
+
+       R_Shadow_PrepareLights();
+       if (r_timereport_active)
+               R_TimeReport("preparelights");
+
+       if (r_shadow_usingdeferredprepass)
+               R_Shadow_DrawPrepass();
 
        if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
        {
@@ -5143,9 +5450,12 @@ void R_RenderScene(void)
                        S_ExtraUpdate ();
        }
 
-       R_ShadowVolumeLighting(false);
-       if (r_timereport_active)
-               R_TimeReport("rtlights");
+       if (!r_shadow_usingdeferredprepass)
+       {
+               R_Shadow_DrawLights();
+               if (r_timereport_active)
+                       R_TimeReport("rtlights");
+       }
 
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
@@ -5236,7 +5546,7 @@ void R_RenderScene(void)
 
        if (cl.csqc_vidvars.drawworld)
        {
-               R_DrawCoronas();
+               R_Shadow_DrawCoronas();
                if (r_timereport_active)
                        R_TimeReport("coronas");
        }
@@ -6154,12 +6464,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        }
        if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
        {
-               if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
+               if (ent->animcache_vertex3f && !r_framedata_failed)
                {
-                       rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
-                       rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
-                       rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
-                       rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
+                       rsurface.modelvertex3f = ent->animcache_vertex3f;
+                       rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
+                       rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
+                       rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
                }
                else if (wanttangents)
                {
@@ -7436,7 +7746,9 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        GL_Color(1, 1, 1, 1);
 }
 
-static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
+extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
+extern rtexture_t *r_shadow_prepasslightingspeculartexture;
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
        if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
                return;
@@ -7454,18 +7766,23 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
        }
-       if(rsurface.texture->colormapping)
+       if (rsurface.texture->colormapping)
        {
                R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
                R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
        }
        R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+       if (r_shadow_usingdeferredprepass)
+       {
+               R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture));
+               R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture));
+       }
        if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                R_Mesh_ColorPointer(NULL, 0, 0);
        else
                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
 
-       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass)
        {
                // render background
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -7498,7 +7815,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
        }
 
-       R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+       R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
        if (!r_glsl_permutation)
                return;
 
@@ -7507,7 +7824,8 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
        R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
        R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+       if (!prepass)
+               R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
 
        if (r_glsl_permutation->loc_Texture_Refraction >= 0)
        {
@@ -7899,11 +8217,11 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3)
+       if (r_showsurfaces.integer == 3 && !prepass)
        {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
@@ -7911,7 +8229,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-               R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
+               R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
@@ -7923,11 +8241,11 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        CHECKGLERROR
 }
 
-static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3)
+       if (r_showsurfaces.integer == 3 && !prepass)
        {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
@@ -7935,7 +8253,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-               R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
+               R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
@@ -7996,15 +8314,15 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                }
                // render the range of surfaces
                if (ent == r_refdef.scene.worldentity)
-                       R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
+                       R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
                else
-                       R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
+                       R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
        }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
        GL_AlphaTest(false);
 }
 
-static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
+static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        const entity_render_t *queueentity = r_refdef.scene.worldentity;
        CHECKGLERROR
@@ -8018,6 +8336,14 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
+       else if (prepass)
+       {
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+                       return;
+               if (!rsurface.texture->currentnumlayers)
+                       return;
+               R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+       }
        else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
        {
                RSurf_SetupDepthAndCulling();
@@ -8068,12 +8394,12 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
        else
        {
                // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
-               R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+               R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
        }
        CHECKGLERROR
 }
 
-void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
@@ -8087,7 +8413,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
-               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
                if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
@@ -8099,11 +8425,11 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
                        ;
                // render the range of surfaces
-               R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
+               R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
 }
 
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
 {
        CHECKGLERROR
        if (depthonly)
@@ -8116,6 +8442,14 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
+       else if (prepass)
+       {
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+                       return;
+               if (!rsurface.texture->currentnumlayers)
+                       return;
+               R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+       }
        else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
        {
                RSurf_SetupDepthAndCulling();
@@ -8172,12 +8506,12 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
        else
        {
                // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
-               R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+               R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
        }
        CHECKGLERROR
 }
 
-void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
@@ -8191,7 +8525,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
-               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
                if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
@@ -8203,7 +8537,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
                        ;
                // render the range of surfaces
-               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
+               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
        }
 }
 
@@ -8869,9 +9203,6 @@ static void R_DrawModelDecals(void)
 
        R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
 
-       if (!r_drawentities.integer)
-               return;
-
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                if (!r_refdef.viewcache.entityvisible[i])
@@ -9027,7 +9358,7 @@ void R_DrawDebugModel(void)
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
 {
        int i, j, endj, f, flagsmask;
        texture_t *t;
@@ -9052,7 +9383,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        update = model->brushq1.lightmapupdateflags;
 
        // update light styles on this submodel
-       if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
+       if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
                model_brush_lightstyleinfo_t *style;
                for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
@@ -9101,7 +9432,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
                return;
        }
-       R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
+       R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
        GL_AlphaTest(false);
 
        // add to stats if desired
@@ -9115,7 +9446,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
 {
        int i, j, endj, f, flagsmask;
        texture_t *t;
@@ -9141,6 +9472,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                RSurf_ActiveWorldEntity();
        else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
                RSurf_ActiveModelEntity(ent, false, false);
+       else if (prepass)
+               RSurf_ActiveModelEntity(ent, true, true);
        else if (depthonly)
                RSurf_ActiveModelEntity(ent, false, false);
        else
@@ -9161,7 +9494,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        update = model->brushq1.lightmapupdateflags;
 
        // update light styles
-       if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
+       if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
                model_brush_lightstyleinfo_t *style;
                for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
@@ -9205,7 +9538,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
                        if (update[j])
                                R_BuildLightMap(ent, surfaces + j);
-       R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
+       R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
        GL_AlphaTest(false);
 
        // add to stats if desired
@@ -9219,7 +9552,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
 {
        static texture_t texture;
        static msurface_t surface;
@@ -9243,5 +9576,5 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
        // now render it
        rsurface.texture = R_GetCurrentTexture(surface.texture);
        rsurface.uselightmaptexture = false;
-       R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
+       R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
 }