]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Oops, forgot something
[xonotic/darkplaces.git] / gl_rmain.c
index c976cda49ba6009e40d6b3cad647631144c2e4ed..5704096dbd334025a043b944da13548a7f8bf667 100644 (file)
@@ -25,6 +25,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "polygon.h"
 #include "image.h"
 #include "ft2.h"
+#include "csprogs.h"
+#include "cl_video.h"
 
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
@@ -74,7 +76,9 @@ cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygo
 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
@@ -216,6 +220,7 @@ rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_fogheighttexture;
 rtexture_t *r_texture_gammaramps;
 unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
@@ -302,6 +307,7 @@ void FOG_clear(void)
        r_refdef.fog_end = 16384;
        r_refdef.fog_height = 1<<30;
        r_refdef.fog_fadedepth = 128;
+       memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
 }
 
 static void R_BuildBlankTextures(void)
@@ -482,6 +488,74 @@ static void R_BuildFogTexture(void)
        }
 }
 
+static void R_BuildFogHeightTexture(void)
+{
+       unsigned char *inpixels;
+       int size;
+       int x;
+       int y;
+       int j;
+       float c[4];
+       float f;
+       inpixels = NULL;
+       strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
+       if (r_refdef.fogheighttexturename[0])
+               inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
+       if (!inpixels)
+       {
+               r_refdef.fog_height_tablesize = 0;
+               if (r_texture_fogheighttexture)
+                       R_FreeTexture(r_texture_fogheighttexture);
+               r_texture_fogheighttexture = NULL;
+               if (r_refdef.fog_height_table2d)
+                       Mem_Free(r_refdef.fog_height_table2d);
+               r_refdef.fog_height_table2d = NULL;
+               if (r_refdef.fog_height_table1d)
+                       Mem_Free(r_refdef.fog_height_table1d);
+               r_refdef.fog_height_table1d = NULL;
+               return;
+       }
+       size = image_width;
+       r_refdef.fog_height_tablesize = size;
+       r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
+       r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
+       memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
+       Mem_Free(inpixels);
+       // LordHavoc: now the magic - what is that table2d for?  it is a cooked
+       // average fog color table accounting for every fog layer between a point
+       // and the camera.  (Note: attenuation is handled separately!)
+       for (y = 0;y < size;y++)
+       {
+               for (x = 0;x < size;x++)
+               {
+                       Vector4Clear(c);
+                       f = 0;
+                       if (x < y)
+                       {
+                               for (j = x;j <= y;j++)
+                               {
+                                       Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
+                                       f++;
+                               }
+                       }
+                       else
+                       {
+                               for (j = x;j >= y;j--)
+                               {
+                                       Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
+                                       f++;
+                               }
+                       }
+                       f = 1.0f / f;
+                       r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
+                       r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
+                       r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
+                       r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
+               }
+       }
+       r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
+}
+
 //=======================================================================================================================================================
 
 static const char *builtinshaderstring =
@@ -489,7 +563,7 @@ static const char *builtinshaderstring =
 "// written by Forest 'LordHavoc' Hale\n"
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
 "\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
 "# define USEFOG\n"
 "#endif\n"
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
@@ -603,7 +677,7 @@ static const char *builtinshaderstring =
 "#endif\n"
 "//uncomment these if you want to use them:\n"
 "uniform vec4 UserVec1;\n"
-"// uniform vec4 UserVec2;\n"
+"uniform vec4 UserVec2;\n"
 "// uniform vec4 UserVec3;\n"
 "// uniform vec4 UserVec4;\n"
 "// uniform float ClientTime;\n"
@@ -621,12 +695,42 @@ static const char *builtinshaderstring =
 "#ifdef USEPOSTPROCESSING\n"
 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
+"      float sobel = 1.0;\n"
+"      // vec2 ts = textureSize(Texture_First, 0);\n"
+"      // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
+"      vec2 px = PixelSize;\n"
+"      vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
+"      vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
+"      vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
+"      vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
+"      vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
+"      vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
+"      vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
+"      vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
+"      vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
+"      vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
+"      vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
+"      vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
+"      float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
+"      float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
+"      float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
+"      float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
+"      float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
+"      float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
+"      float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
+"      float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
+"      float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
+"      float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
+"      float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
+"      float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
+"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      gl_FragColor /= (1 + 5 * UserVec1.y);\n"
+"      gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
+"      gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
 "#endif\n"
 "\n"
 "#ifdef USESATURATION\n"
@@ -928,6 +1032,9 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Shirt;\n"
 "#endif\n"
 "#ifdef USEFOG\n"
+"#ifdef USEFOGHEIGHTTEXTURE\n"
+"uniform sampler2D Texture_FogHeightTexture;\n"
+"#endif\n"
 "uniform sampler2D Texture_FogMask;\n"
 "#endif\n"
 "#ifdef USELIGHTMAP\n"
@@ -957,17 +1064,23 @@ static const char *builtinshaderstring =
 "uniform float FogRangeRecip;\n"
 "uniform float FogPlaneViewDist;\n"
 "uniform float FogHeightFade;\n"
-"float FogVertex(void)\n"
+"vec3 FogVertex(vec3 surfacecolor)\n"
 "{\n"
 "      vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
 "      float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
 "      float fogfrac;\n"
-"#ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"#ifdef USEFOGHEIGHTTEXTURE\n"
+"      vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
+"      fogfrac = fogheightpixel.a;\n"
+"      return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#else\n"
+"# ifdef USEFOGOUTSIDE\n"
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"# else\n"
 "      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
+"# endif\n"
+"      return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#endif\n"
-"      return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -1088,7 +1201,7 @@ static const char *builtinshaderstring =
 "vec4 GetShadowMapTCCube(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"      return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -1682,11 +1795,7 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      color.rgb *= myhalf(FogVertex());\n"
-"#else\n"
-"      color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
-"#endif\n"
+"      color.rgb = FogVertex(color.rgb);\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"
@@ -1756,7 +1865,12 @@ const char *builtincgshaderstring =
 "// written by Forest 'LordHavoc' Hale\n"
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
 "\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
+"#if defined(USEREFLECTION)\n"
+"#undef USESHADOWMAPORTHO\n"
+"#endif\n"
+"\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
 "# define USEFOG\n"
 "#endif\n"
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
@@ -1766,6 +1880,10 @@ const char *builtincgshaderstring =
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
+"#ifdef FRAGMENT_SHADER\n"
+"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
+"#endif\n"
+"\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
 "#ifdef VERTEX_SHADER\n"
 "void main\n"
@@ -2143,15 +2261,21 @@ const char *builtincgshaderstring =
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
 "#ifdef USEFOG\n"
-"float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
+"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
 "{\n"
 "      float fogfrac;\n"
-"#ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"#ifdef USEFOGHEIGHTTEXTURE\n"
+"      float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
+"      fogfrac = fogheightpixel.a;\n"
+"      return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#else\n"
+"# ifdef USEFOGOUTSIDE\n"
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"# else\n"
 "      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
+"# endif\n"
+"      return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#endif\n"
-"      return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -2211,7 +2335,7 @@ const char *builtincgshaderstring =
 "      float3 adir = abs(dir);\n"
 "      float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
 "      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-"      return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"      return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  else\n"
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
@@ -2226,13 +2350,13 @@ const char *builtincgshaderstring =
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "\n"
 "#ifdef USESHADOWMAPCUBE\n"
 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
 "{\n"
 "    float3 adir = abs(dir);\n"
-"    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -2318,40 +2442,19 @@ const char *builtincgshaderstring =
 "#    ifdef USESHADOWMAPPCF\n"
 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
 "#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
 "#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
-"#      endif\n"
-"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
-"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
-"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
-"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
-"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
-"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
-"      float4 locols = float4(group1.ab, group3.ab);\n"
-"      float4 hicols = float4(group7.rg, group9.rg);\n"
-"      locols.yz += group2.ab;\n"
-"      hicols.yz += group8.rg;\n"
-"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
-"                  float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
-"                  lerp(locols, hicols, offset.y);\n"
-"      float4 cols = group5 + float4(group2.rg, group8.ab);\n"
-"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
-"      f = dot(cols, float4(1.0/25.0));\n"
-"#      else\n"
-"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
+"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+"    center *= ShadowMap_TextureScale;\n"
+"    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
+"    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
+"                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
+"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
 "#     else\n"
 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
 "#      if USESHADOWMAPPCF > 1\n"
@@ -2551,6 +2654,10 @@ const char *builtincgshaderstring =
 "uniform sampler2D Texture_ScreenDepth,\n"
 "uniform sampler2D Texture_ScreenNormalMap,\n"
 "\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCUBE Texture_Cube,\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAPRECT\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
@@ -2590,7 +2697,7 @@ const char *builtincgshaderstring =
 "{\n"
 "      // calculate viewspace pixel position\n"
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
+"      //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
 "      float3 position;\n"
 "      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
@@ -2722,7 +2829,7 @@ const char *builtincgshaderstring =
 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"out float3 ShadowMapTC : TEXCOORD8,\n"
+"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
 "#endif\n"
 "out float4 gl_Position : POSITION\n"
 ")\n"
@@ -2831,7 +2938,7 @@ const char *builtincgshaderstring =
 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD8,\n"
+"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
 "#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal,\n"
@@ -2857,6 +2964,7 @@ const char *builtincgshaderstring =
 "uniform sampler2D Texture_Shirt,\n"
 "#endif\n"
 "#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogHeightTexture,\n"
 "uniform sampler2D Texture_FogMask,\n"
 "#endif\n"
 "#ifdef USELIGHTMAP\n"
@@ -3166,11 +3274,7 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
-"#else\n"
-"      color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
-"#endif\n"
+"      color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
 "#endif\n"
 "\n"
 "      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
@@ -3238,29 +3342,30 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
        SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
        SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
-       SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
-       SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
-       SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
-       SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
-       SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
-       SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       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_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
+       SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
+       SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
+       SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
+       SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
+       SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
+       SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
+       SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+       SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+       SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
+       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+       SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
+       SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
+       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
+       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+       SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+       SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
+       SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -3274,6 +3379,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESATURATION\n", " saturation"},
        {"#define USEFOGINSIDE\n", " foginside"},
        {"#define USEFOGOUTSIDE\n", " fogoutside"},
+       {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
        {"#define USEGAMMARAMPS\n", " gammaramps"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEGLOW\n", " glow"},
@@ -3386,6 +3492,7 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_SecondaryGlow;
        int loc_Texture_Pants;
        int loc_Texture_Shirt;
+       int loc_Texture_FogHeightTexture;
        int loc_Texture_FogMask;
        int loc_Texture_Lightmap;
        int loc_Texture_Deluxemap;
@@ -3612,6 +3719,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
                p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
                p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
                p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
                p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
                p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
@@ -3694,6 +3802,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
                if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
                if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
+               if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
                if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
                if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
                if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
@@ -3810,6 +3919,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_Texture_SecondaryGlow;
        CGparameter fp_Texture_Pants;
        CGparameter fp_Texture_Shirt;
+       CGparameter fp_Texture_FogHeightTexture;
        CGparameter fp_Texture_FogMask;
        CGparameter fp_Texture_Lightmap;
        CGparameter fp_Texture_Deluxemap;
@@ -4108,6 +4218,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
                p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
                p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
+               p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
                p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
                p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
                p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
@@ -4481,8 +4592,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                // distorted background
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                        mode = SHADERMODE_WATER;
-               else
+               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                        mode = SHADERMODE_REFRACTION;
+               else
+               {
+                       mode = SHADERMODE_GENERIC;
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
+               }
                R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
                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);
@@ -4559,7 +4675,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
                }
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
@@ -4626,7 +4742,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -4698,7 +4814,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
                }
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -4762,7 +4878,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -4825,7 +4941,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -5025,6 +5141,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
                if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
                if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
                if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
                if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
                if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
@@ -5170,6 +5287,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
@@ -6124,6 +6242,7 @@ void gl_main_start(void)
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
+       r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
 
@@ -6183,6 +6302,7 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        r_texture_fogattenuation = NULL;
+       r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
@@ -6235,6 +6355,7 @@ void gl_main_shutdown(void)
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
+       r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
        //r_texture_fogintensity = NULL;
@@ -6255,7 +6376,6 @@ extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
        // FIXME: move this code to client
-       int l;
        char *entities, entname[MAX_QPATH];
        if (r_qwskincache)
                Mem_Free(r_qwskincache);
@@ -6263,17 +6383,12 @@ void gl_main_newmap(void)
        r_qwskincache_size = 0;
        if (cl.worldmodel)
        {
-               strlcpy(entname, cl.worldmodel->name, sizeof(entname));
-               l = (int)strlen(entname) - 4;
-               if (l >= 0 && !strcmp(entname + l, ".bsp"))
+               dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
+               if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                {
-                       memcpy(entname + l, ".ent", 5);
-                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
-                       {
-                               CL_ParseEntityLump(entities);
-                               Mem_Free(entities);
-                               return;
-                       }
+                       CL_ParseEntityLump(entities);
+                       Mem_Free(entities);
+                       return;
                }
                if (cl.worldmodel->brush.entities)
                        CL_ParseEntityLump(cl.worldmodel->brush.entities);
@@ -6330,12 +6445,14 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_showdisabledepthtest);
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_drawworld);
        Cvar_RegisterVariable(&r_cullentities_trace);
        Cvar_RegisterVariable(&r_cullentities_trace_samples);
        Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
        Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
        Cvar_RegisterVariable(&r_cullentities_trace_delay);
        Cvar_RegisterVariable(&r_drawviewmodel);
+       Cvar_RegisterVariable(&r_drawexteriormodel);
        Cvar_RegisterVariable(&r_speeds);
        Cvar_RegisterVariable(&r_fullbrights);
        Cvar_RegisterVariable(&r_wateralpha);
@@ -6754,7 +6871,7 @@ static void R_View_UpdateEntityLighting (void)
        entity_render_t *ent;
        vec3_t tempdiffusenormal, avg;
        vec_t f, fa, fd, fdd;
-       qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
+       qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -6892,6 +7009,8 @@ static void R_View_UpdateEntityVisible (void)
                :                                                          RENDER_EXTERIORMODEL;
        if (!r_drawviewmodel.integer)
                renderimask |= RENDER_VIEWMODEL;
+       if (!r_drawexteriormodel.integer)
+               renderimask |= RENDER_EXTERIORMODEL;
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
@@ -6904,7 +7023,8 @@ static void R_View_UpdateEntityVisible (void)
                        if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
-               if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
+               if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
+                       // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
                {
                        for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
@@ -7297,13 +7417,29 @@ void R_ResetViewRendering3D(void)
        GL_CullFace(r_refdef.view.cullface_back);
 }
 
+/*
+================
+R_RenderView_UpdateViewVectors
+================
+*/
+static void R_RenderView_UpdateViewVectors(void)
+{
+       // break apart the view matrix into vectors for various purposes
+       // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
+       // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
+       VectorNegate(r_refdef.view.left, r_refdef.view.right);
+       // make an inverted copy of the view matrix for tracking sprites
+       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+}
+
 void R_RenderScene(void);
 void R_RenderWaterPlanes(void);
 
 static void R_Water_StartFrame(void)
 {
        int i;
-       int waterwidth, waterheight, texturewidth, textureheight;
+       int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
        r_waterstate_waterplane_t *p;
 
        if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
@@ -7327,20 +7463,24 @@ static void R_Water_StartFrame(void)
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
        if (!r_water.integer || r_showsurfaces.integer)
-               texturewidth = textureheight = waterwidth = waterheight = 0;
+               texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
        else if (vid.support.arb_texture_non_power_of_two)
        {
                texturewidth = waterwidth;
                textureheight = waterheight;
+               camerawidth = waterwidth;
+               cameraheight = waterheight;
        }
        else
        {
                for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
                for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
+               for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
+               for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
        }
 
        // allocate textures as needed
-       if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+       if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
        {
                r_waterstate.maxwaterplanes = MAX_WATERPLANES;
                for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
@@ -7351,10 +7491,15 @@ static void R_Water_StartFrame(void)
                        if (p->texture_reflection)
                                R_FreeTexture(p->texture_reflection);
                        p->texture_reflection = NULL;
+                       if (p->texture_camera)
+                               R_FreeTexture(p->texture_camera);
+                       p->texture_camera = NULL;
                }
                memset(&r_waterstate, 0, sizeof(r_waterstate));
                r_waterstate.texturewidth = texturewidth;
                r_waterstate.textureheight = textureheight;
+               r_waterstate.camerawidth = camerawidth;
+               r_waterstate.cameraheight = cameraheight;
        }
 
        if (r_waterstate.texturewidth)
@@ -7384,8 +7529,13 @@ void R_Water_AddWaterPlane(msurface_t *surface)
        vec3_t normal;
        vec3_t center;
        mplane_t plane;
+       int cam_ent;
        r_waterstate_waterplane_t *p;
        texture_t *t = R_GetCurrentTexture(surface->texture);
+       cam_ent = t->camera_entity;
+       if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
+               cam_ent = 0;
+
        // just use the first triangle with a valid normal for any decisions
        VectorClear(normal);
        for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
@@ -7415,8 +7565,9 @@ void R_Water_AddWaterPlane(msurface_t *surface)
 
        // find a matching plane if there is one
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
-               if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
-                       break;
+               if(p->camera_entity == t->camera_entity)
+                       if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
+                               break;
        if (planeindex >= r_waterstate.maxwaterplanes)
                return; // nothing we can do, out of planes
 
@@ -7429,16 +7580,20 @@ void R_Water_AddWaterPlane(msurface_t *surface)
                // clear materialflags and pvs
                p->materialflags = 0;
                p->pvsvalid = false;
+               p->camera_entity = t->camera_entity;
        }
        // merge this surface's materialflags into the waterplane
        p->materialflags |= t->currentmaterialflags;
-       // merge this surface's PVS into the waterplane
-       VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
-       if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
-        && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
+       if(!(p->materialflags & MATERIALFLAG_CAMERA))
        {
-               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
-               p->pvsvalid = true;
+               // merge this surface's PVS into the waterplane
+               VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
+                && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
+               {
+                       r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
+                       p->pvsvalid = true;
+               }
        }
 }
 
@@ -7448,6 +7603,7 @@ static void R_Water_ProcessPlanes(void)
        r_refdef_view_t myview;
        int planeindex;
        r_waterstate_waterplane_t *p;
+       vec3_t visorigin;
 
        originalview = r_refdef.view;
 
@@ -7461,6 +7617,13 @@ static void R_Water_ProcessPlanes(void)
                        if (!p->texture_refraction)
                                goto error;
                }
+               else if (p->materialflags & MATERIALFLAG_CAMERA)
+               {
+                       if (!p->texture_camera)
+                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
+                       if (!p->texture_camera)
+                               goto error;
+               }
 
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
@@ -7515,9 +7678,20 @@ static void R_Water_ProcessPlanes(void)
                {
                        r_waterstate.renderingrefraction = true;
                        r_refdef.view = myview;
+
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
                        r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
+
+                       if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
+                       {
+                               // we need to perform a matrix transform to render the view... so let's get the transformation matrix
+                               r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
+                               CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
+                               R_RenderView_UpdateViewVectors();
+                               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+                       }
+
                        PlaneClassify(&r_refdef.view.clipplane);
 
                        R_ResetViewRendering3D();
@@ -7528,6 +7702,47 @@ static void R_Water_ProcessPlanes(void)
                        R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
                        r_waterstate.renderingrefraction = false;
                }
+               else if (p->materialflags & MATERIALFLAG_CAMERA)
+               {
+                       r_refdef.view = myview;
+
+                       r_refdef.view.clipplane = p->plane;
+                       VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
+                       r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
+
+                       r_refdef.view.width = r_waterstate.camerawidth;
+                       r_refdef.view.height = r_waterstate.cameraheight;
+                       r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
+                       r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
+
+                       if(p->camera_entity)
+                       {
+                               // we need to perform a matrix transform to render the view... so let's get the transformation matrix
+                               CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
+                       }
+
+                       // reverse the cullface settings for this render
+                       r_refdef.view.cullface_front = GL_FRONT;
+                       r_refdef.view.cullface_back = GL_BACK;
+                       // also reverse the view matrix
+                       Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
+                       R_RenderView_UpdateViewVectors();
+                       if(p->camera_entity)
+                               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+                       
+                       // camera needs no clipplane
+                       r_refdef.view.useclipplane = false;
+
+                       PlaneClassify(&r_refdef.view.clipplane);
+
+                       R_ResetViewRendering3D();
+                       R_ClearScreen(r_refdef.fogenabled);
+                       R_View_Update();
+                       R_RenderScene();
+
+                       R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_waterstate.renderingrefraction = false;
+               }
 
        }
        r_waterstate.renderingscene = false;
@@ -7897,7 +8112,7 @@ static void R_BlendView(void)
                                cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
                                cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
                                // apply the blur
-                               if (cl.motionbluralpha > 0)
+                               if (cl.motionbluralpha > 0 && !r_refdef.envmap)
                                {
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                        GL_Color(1, 1, 1, cl.motionbluralpha);
@@ -8118,10 +8333,14 @@ void R_UpdateVariables(void)
                r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
                r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
                r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
+               if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
+                       R_BuildFogHeightTexture();
                // fog color was already set
                // update the fog texture
                if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
                        R_BuildFogTexture();
+               r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
+               r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
        }
        else
                r_refdef.fogenabled = false;
@@ -8238,18 +8457,12 @@ void R_RenderView(void)
                return;
        }
 
-       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
+       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value;
 
-       // break apart the view matrix into vectors for various purposes
-       // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
-       // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
-       Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
-       VectorNegate(r_refdef.view.left, r_refdef.view.right);
-       // make an inverted copy of the view matrix for tracking sprites
-       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+       R_RenderView_UpdateViewVectors();
 
        R_Shadow_UpdateWorldLightSelection();
 
@@ -8416,7 +8629,7 @@ void R_RenderScene(void)
                        R_TimeReport("modeldepth");
        }
 
-       if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
+       if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadowMaps();
                R_ResetViewRendering3D();
@@ -8444,7 +8657,7 @@ void R_RenderScene(void)
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadows();
                R_ResetViewRendering3D();
@@ -8464,7 +8677,7 @@ void R_RenderScene(void)
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadows();
                R_ResetViewRendering3D();
@@ -9074,6 +9287,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
+       if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
+               t->camera_entity = ent->entitynumber;
+       else
+               t->camera_entity = 0;
+
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
@@ -9130,7 +9348,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
                t->currentalpha *= t->r_water_wateralpha;
        if(!r_waterstate.enabled || r_refdef.view.isoverlay)
-               t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
+               t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
        if (!(rsurface.ent_flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
@@ -9153,11 +9371,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
        if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
        {
-               if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
+               if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
                        t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
        }
        else
-               t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
+               t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
        if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
                t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
 
@@ -10171,7 +10389,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
        else if (r_batchmode.integer == 2)
        {
-               #define MAXBATCHTRIANGLES 4096
+               #define MAXBATCHTRIANGLES 65536
                int batchtriangles = 0;
                static int batchelements[MAXBATCHTRIANGLES*3];
                for (i = 0;i < texturenumsurfaces;i = j)
@@ -10259,6 +10477,8 @@ static void RSurf_BindReflectionForSurface(const msurface_t *surface)
        bestp = NULL;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
+               if(p->camera_entity != rsurface.texture->camera_entity)
+                       continue;
                d = 0;
                for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
                {
@@ -10275,12 +10495,14 @@ static void RSurf_BindReflectionForSurface(const msurface_t *surface)
        {
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
-               if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
+               else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
+               if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
 #endif
                break;
        case RENDERPATH_GL20:
                if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
+               else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
                if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
                break;
        case RENDERPATH_GL13:
@@ -10321,7 +10543,6 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
        }
        else if (r_batchmode.integer == 2)
        {
-#define MAXBATCHTRIANGLES 4096
                int batchtriangles = 0;
                static int batchelements[MAXBATCHTRIANGLES*3];
                for (i = 0;i < texturenumsurfaces;i = j)
@@ -10789,7 +11010,7 @@ 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)))
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
                return;
        RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
        if (prepass)
@@ -10799,7 +11020,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
-       else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
+       else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
        {
                // render water or distortion background, then blend surface on top
                GL_DepthMask(true);