]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
optimize prologic inversion, it was really showing up in profiles
[xonotic/darkplaces.git] / gl_rmain.c
index 14880d48bd638ca651b5e1e1087d918573e8ad67..7864f9bfe230aae9c06d803eb564854868d4801f 100644 (file)
@@ -143,6 +143,10 @@ cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1",
 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
 
 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
@@ -185,6 +189,7 @@ cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspectiv
 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
 
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
+cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
 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)"};
 
@@ -743,8 +748,16 @@ static const char *builtinshaderstring =
 "#ifdef USESATURATION\n"
 "      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\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"
+"      // 'vampire sight' effect, wheres red is compensated\n"
+"      #ifdef SATURATION_REDCOMPENSATE\n"
+"              float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
+"              gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
+"              gl_FragColor.r += rboost;\n"
+"      #else\n"
+"              // normal desaturation\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"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
@@ -927,6 +940,10 @@ static const char *builtinshaderstring =
 "uniform vec4 ReflectColor;\n"
 "uniform float ReflectFactor;\n"
 "uniform float ReflectOffset;\n"
+"uniform float ClientTime;\n"
+"#ifdef USENORMALMAPSCROLLBLEND\n"
+"uniform vec2 NormalmapScrollBlend;\n"
+"#endif\n"
 "\n"
 "void main(void)\n"
 "{\n"
@@ -934,24 +951,32 @@ static const char *builtinshaderstring =
 "      //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"
 "      //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-"      vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      // slight water animation via 2 layer scrolling (todo: tweak)\n"
+"      #ifdef USENORMALMAPSCROLLBLEND\n"
+"              vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+"              normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
+"      #else\n"
+"              vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+"      #endif\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"
 "      // content.\n"
 "      // Remove this 'ack once we have a better way to stop this thing from\n"
 "      // 'appening.\n"
-"      float f = min(1.0, length(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"
+"      float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
+"      f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
+"      f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
+"      f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
+"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
+"      float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
 "      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
 "      gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
+"      gl_FragColor.a = f1 + 0.5;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_WATER\n"
@@ -1121,15 +1146,14 @@ static const char *builtinshaderstring =
 "      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
 "      return RT.xy;\n"
 "#else\n"
-"      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+"      // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
 "      // this basically moves forward the full distance, and then backs up based\n"
 "      // on height of samples\n"
 "      //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
 "      //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
 "      vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
 "      TexCoord += OffsetVector;\n"
-"      OffsetVector *= 0.333;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      OffsetVector *= 0.5;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      return TexCoord;\n"
@@ -2018,8 +2042,16 @@ const char *builtincgshaderstring =
 "#ifdef USESATURATION\n"
 "      //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
 "      float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
-"      //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
-"      gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
+"      // 'vampire sight' effect, wheres red is compensated\n"
+"      #ifdef SATURATION_REDCOMPENSATE\n"
+"              float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
+"              gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
+"              gl_FragColor.r += r;\n"
+"      #else\n"
+"              // normal desaturation\n"
+"              //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
+"              gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
+"      #endif\n"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
@@ -3374,21 +3406,21 @@ typedef enum shaderpermutation_e
        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_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_NORMALMAPSCROLLBLEND = 1<<28, // (water) counter-direction normalmaps scrolling
        SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
        SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
 }
@@ -3411,7 +3443,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEBLOOM\n", " bloom"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USEPOSTPROCESSING\n", " postprocessing"},
-       {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
@@ -3426,6 +3457,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
        {"#define USEREFLECTCUBE\n", " reflectcube"},
+       {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
 };
 
 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
@@ -3589,11 +3621,75 @@ typedef struct r_glsl_permutation_s
        int loc_PixelToScreenTexCoord;
        int loc_ModelToReflectCube;
        int loc_ShadowMapMatrix;        
+       int loc_NormalmapScrollBlend;
 }
 r_glsl_permutation_t;
 
 #define SHADERPERMUTATION_HASHSIZE 256
 
+
+// non-degradable "lightweight" shader parameters to keep the permutations simpler
+// these can NOT degrade! only use for simple stuff
+enum
+{
+       SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
+       SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+       SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5  ///< postprocess uservec4 is enabled
+};
+#define SHADERSTATICPARMS_COUNT 6
+
+static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
+static int shaderstaticparms_count = 0;
+
+static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
+#define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
+qboolean R_CompileShader_CheckStaticParms(void)
+{
+       static int r_compileshader_staticparms_save[1];
+       memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
+       memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
+
+       // detect all
+       if (r_glsl_saturation_redcompensate.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
+       if (r_shadow_glossexact.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
+       if (r_glsl_postprocess.integer)
+       {
+               if (r_glsl_postprocess_uservec1_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
+               if (r_glsl_postprocess_uservec2_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
+               if (r_glsl_postprocess_uservec3_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
+               if (r_glsl_postprocess_uservec4_enable.integer)
+                       R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
+       }
+
+       return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
+}
+
+#define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
+       if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
+               shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
+       else \
+               shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
+void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+{
+       shaderstaticparms_count = 0;
+
+       // emit all
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
+}
+
 /// information about each possible shader permutation
 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
 /// currently selected permutation
@@ -3659,14 +3755,14 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
 {
        int i;
        shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
+       char *vertexstring, *geometrystring, *fragmentstring;
+       char permutationname[256];
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       char *vertexstring, *geometrystring, *fragmentstring;
-       const char *vertstrings_list[32+3];
-       const char *geomstrings_list[32+3];
-       const char *fragstrings_list[32+3];
-       char permutationname[256];
+       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -3711,6 +3807,15 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                }
        }
 
+       // add static parms
+       R_CompileShader_AddStaticParms(mode, permutation);
+       memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       vertstrings_count += shaderstaticparms_count;
+       memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       geomstrings_count += shaderstaticparms_count;
+       memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       fragstrings_count += shaderstaticparms_count;
+
        // now append the shader text itself
        vertstrings_list[vertstrings_count++] = vertexstring;
        geomstrings_list[geomstrings_count++] = geometrystring;
@@ -3816,6 +3921,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
                p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
                p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
+               p->loc_NormalmapScrollBlend       = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
                // 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);
@@ -4010,6 +4116,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_ViewToLight;
        CGparameter fp_PixelToScreenTexCoord;
        CGparameter fp_ModelToReflectCube;
+       CGparameter fp_NormalmapScrollBlend;
 }
 r_cg_permutation_t;
 
@@ -4085,19 +4192,22 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
 {
        int i;
        shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
-       int vertstrings_count = 0, vertstring_length = 0;
-       int geomstrings_count = 0, geomstring_length = 0;
-       int fragstrings_count = 0, fragstring_length = 0;
+       int vertstring_length = 0;
+       int geomstring_length = 0;
+       int fragstring_length = 0;
        char *t;
        char *vertexstring, *geometrystring, *fragmentstring;
        char *vertstring, *geomstring, *fragstring;
-       const char *vertstrings_list[32+3];
-       const char *geomstrings_list[32+3];
-       const char *fragstrings_list[32+3];
        char permutationname[256];
        char cachename[256];
        CGprofile vertexProfile;
        CGprofile fragmentProfile;
+       int vertstrings_count = 0;
+       int geomstrings_count = 0;
+       int fragstrings_count = 0;
+       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -4147,6 +4257,15 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                }
        }
 
+       // add static parms
+       R_CompileShader_AddStaticParms(mode, permutation);
+       memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       vertstrings_count += shaderstaticparms_count;
+       memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       geomstrings_count += shaderstaticparms_count;
+       memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+       fragstrings_count += shaderstaticparms_count;
+
        // replace spaces in the cachename with _ characters
        for (i = 0;cachename[i];i++)
                if (cachename[i] == ' ')
@@ -4309,6 +4428,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
                p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
                p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
+               p->fp_NormalmapScrollBlend       = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
                CHECKCGERROR
        }
 
@@ -4514,14 +4634,14 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
                if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
                if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
                CHECKCGERROR
-               R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
                if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
 #endif
@@ -4719,6 +4839,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                {
                        mode = SHADERMODE_WATER;
+                       if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
+                               permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
@@ -4805,11 +4927,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (diffusescale > 0)
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
-               {
                        permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-                       if (r_shadow_glossexact.integer)
-                               permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-               }
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
@@ -4946,11 +5064,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
-               {
                        permutation |= SHADERPERMUTATION_SPECULAR;
-                       if (r_shadow_glossexact.integer)
-                               permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-               }
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
@@ -5111,11 +5225,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        mode = SHADERMODE_FAKELIGHT;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
-                       {
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-                               if (r_shadow_glossexact.integer)
-                                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-                       }
                        if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
                                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
                        else
@@ -5130,11 +5240,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
-                       {
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-                               if (r_shadow_glossexact.integer)
-                                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-                       }
                        R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
                        if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
                                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
@@ -5147,11 +5253,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        if (specularscale > 0)
-                       {
                                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-                               if (r_shadow_glossexact.integer)
-                                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-                       }
                        R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
                        if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
                                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
@@ -5211,7 +5313,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // 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_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                }
                else
                {
@@ -5221,12 +5323,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
                                if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
+                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
                                if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
                        else
@@ -5252,7 +5354,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
                        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_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
                }
                if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
                if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
@@ -5358,7 +5461,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 
                        // additive passes are only darkened by fog, not tinted
                        if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
                }
                else
                {
@@ -5400,7 +5503,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
                        if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
                        if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
+                       if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
                }
                if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
                if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
@@ -5505,11 +5609,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        if (diffusescale > 0)
                permutation |= SHADERPERMUTATION_DIFFUSE;
        if (specularscale > 0)
-       {
                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-               if (r_shadow_glossexact.integer)
-                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
-       }
        if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
        {
                if (r_shadow_usingshadowmaprect)
@@ -5543,7 +5643,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
                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_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
+               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                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]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
@@ -5567,7 +5667,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
                if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
                if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
+               if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
                if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
                if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
 
@@ -6668,6 +6768,11 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
        Cvar_RegisterVariable(&r_water_clippingplanebias);
@@ -6695,6 +6800,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_test);
        Cvar_RegisterVariable(&r_batchmode);
        Cvar_RegisterVariable(&r_glsl_saturation);
+       Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
        Cvar_RegisterVariable(&r_framedatasize);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
@@ -7075,7 +7181,18 @@ static void R_View_UpdateEntityLighting (void)
                {
                        vec3_t org;
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+
+                       // complete lightning for lit sprites
+                       // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
+                       if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+                       {
+                               if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+                                       org[2] = org[2] + r_overheadsprites_pushback.value;
+                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, true, true);
+                       }
+                       else
+                               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+
                        if(ent->flags & RENDER_EQUALIZE)
                        {
                                // first fix up ambient lighting...
@@ -8420,10 +8537,14 @@ static void R_BlendView(void)
 #define sscanf sscanf_s
 #endif
                memset(uservecs, 0, sizeof(uservecs));
-               sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
-               sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
-               sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
-               sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+               if (r_glsl_postprocess_uservec1_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
+               if (r_glsl_postprocess_uservec2_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
+               if (r_glsl_postprocess_uservec3_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
+               if (r_glsl_postprocess_uservec4_enable.integer)
+                       sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
 
                R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
@@ -8701,6 +8822,9 @@ void R_RenderView(void)
        r_textureframe++; // used only by R_GetCurrentTexture
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 
+       if(R_CompileShader_CheckStaticParms())
+               R_GLSL_Restart_f();
+
        if (!r_drawentities.integer)
                r_refdef.scene.numentities = 0;
 
@@ -13317,7 +13441,6 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri
        const msurface_t *surfacelist = &surface;
 
        // fake enough texture and surface state to render this geometry
-
        surface.texture = texture;
        surface.num_triangles = numtriangles;
        surface.num_firsttriangle = firsttriangle;