]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
force shadowmapping when deferred rendering is on
[xonotic/darkplaces.git] / gl_rmain.c
index 3943a7d10b6647963559c20e9a35e5fce665b434..8353ecec6b177bffcbf6223020492cc1b0487485 100644 (file)
@@ -506,7 +506,7 @@ static const char *builtinshaderstring =
 "uniform float Saturation;\n"
 "#endif\n"
 "#ifdef USEVIEWTINT\n"
-"uniform vec4 TintColor;\n"
+"uniform vec4 ViewTintColor;\n"
 "#endif\n"
 "//uncomment these if you want to use them:\n"
 "uniform vec4 UserVec1;\n"
@@ -522,7 +522,7 @@ static const char *builtinshaderstring =
 "      gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
 "#endif\n"
 "#ifdef USEVIEWTINT\n"
-"      gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
+"      gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
 "#endif\n"
 "\n"
 "#ifdef USEPOSTPROCESSING\n"
@@ -789,11 +789,12 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 LightVector;\n"
 "#endif\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
+"#if defined(MODE_LIGHTDIRECTION)\n"
 "varying vec3 LightVector;\n"
 "#endif\n"
 "\n"
-"#if defined(USEOFFSETMAPPING) || defined(USEFOG) || defined(USESPECULAR)\n"
+"#if defined(USEOFFSETMAPPING) || defined(USESPECULAR)\n"
+"//#if defined(USEOFFSETMAPPING) || defined(USESPECULAR) || defined(MODE_LIGHTDIRECTION) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "#define USEEYEVECTOR\n"
 "varying vec3 EyeVector;\n"
 "#endif\n"
@@ -802,20 +803,27 @@ static const char *builtinshaderstring =
 "varying float FogPlaneVertexDist;\n"
 "#endif\n"
 "\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
+"#endif\n"
 "\n"
 "#ifdef USEREFLECTION\n"
 "varying vec4 ModelViewProjectionPosition;\n"
 "#endif\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform vec3 LightPosition;\n"
 "varying vec4 ModelViewPosition;\n"
 "#endif\n"
 "\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "uniform vec3 LightPosition;\n"
+"#endif\n"
 "uniform vec3 EyePosition;\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
 "uniform vec3 LightDir;\n"
+"#endif\n"
 "uniform vec4 FogPlane;\n"
 "\n"
 "\n"
@@ -837,14 +845,8 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEFOG\n"
-"      EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"      FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
 "#ifdef USEOFFSETMAPPING\n"
-"#ifndef USEFOG\n"
 "      vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-"#endif\n"
 "      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
 "      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
 "      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
@@ -911,6 +913,9 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
+"#ifndef USEEYEVECTOR\n"
+"      EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"#endif\n"
 "      FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
 "#endif\n"
 "\n"
@@ -947,18 +952,18 @@ static const char *builtinshaderstring =
 "\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
+"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_Gloss;\n"
-"#endif\n"
+"//#endif\n"
 "#ifdef USEGLOW\n"
 "uniform sampler2D Texture_Glow;\n"
 "#endif\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "uniform sampler2D Texture_SecondaryNormal;\n"
 "uniform sampler2D Texture_SecondaryColor;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
+"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "uniform sampler2D Texture_SecondaryGloss;\n"
-"#endif\n"
+"//#endif\n"
 "#ifdef USEGLOW\n"
 "uniform sampler2D Texture_SecondaryGlow;\n"
 "#endif\n"
@@ -989,38 +994,10 @@ static const char *builtinshaderstring =
 "uniform sampler2DRect Texture_ScreenSpecular;\n"
 "#endif\n"
 "\n"
-"uniform myhalf3 LightColor;\n"
-"uniform myhalf3 AmbientColor;\n"
-"uniform myhalf3 DiffuseColor;\n"
-"uniform myhalf3 SpecularColor;\n"
 "uniform myhalf3 Color_Pants;\n"
 "uniform myhalf3 Color_Shirt;\n"
 "uniform myhalf3 FogColor;\n"
 "\n"
-"uniform myhalf4 TintColor;\n"
-"\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhalf4 ReflectColor;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"uniform myhalf3 GlowColor;\n"
-"#endif\n"
-"uniform myhalf SceneBrightness;\n"
-"\n"
-"uniform myhalf AmbientScale;\n"
-"uniform myhalf DiffuseScale;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf SpecularScale;\n"
-"uniform myhalf SpecularPower;\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
 "#ifdef USEFOG\n"
 "uniform float FogRangeRecip;\n"
 "uniform float FogPlaneViewDist;\n"
@@ -1039,7 +1016,6 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "uniform float OffsetMapping_Scale;\n"
-"uniform float OffsetMapping_Bias;\n"
 "vec2 OffsetMapping(vec2 TexCoord)\n"
 "{\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
@@ -1088,8 +1064,6 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Attenuation;\n"
 "uniform samplerCube Texture_Cube;\n"
 "\n"
-"#define showshadowmap 0\n"
-"\n"
 "#ifdef USESHADOWMAPRECT\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
@@ -1165,9 +1139,6 @@ static const char *builtinshaderstring =
 "      vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
 "      stc.xy += offset * ShadowMap_Parameters.y;\n"
 "      stc.z += ShadowMap_Parameters.z;\n"
-"#  if showshadowmap\n"
-"      stc.xy *= ShadowMap_TextureScale;\n"
-"#  endif\n"
 "      return stc;\n"
 "# else\n"
 "      vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
@@ -1175,9 +1146,6 @@ static const char *builtinshaderstring =
 "      vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
 "      stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
 "      stc.z += ShadowMap_Parameters.z;\n"
-"#  if showshadowmap\n"
-"      stc.xy *= ShadowMap_TextureScale;\n"
-"#  endif\n"
 "      return stc;\n"
 "# endif\n"
 "}\n"
@@ -1191,7 +1159,6 @@ static const char *builtinshaderstring =
 "}\n"
 "#endif\n"
 "\n"
-"#if !showshadowmap\n"
 "# ifdef USESHADOWMAPRECT\n"
 "float ShadowMapCompare(vec3 dir)\n"
 "{\n"
@@ -1313,7 +1280,6 @@ static const char *builtinshaderstring =
 "    return f;\n"
 "}\n"
 "# endif\n"
-"#endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
 "\n"
 "#ifdef MODE_DEFERREDGEOMETRY\n"
@@ -1325,35 +1291,37 @@ static const char *builtinshaderstring =
 "#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
-"      // get diffuse alpha in case we're using alpha masking\n"
-"      float alpha = float(texture2D(Texture_Color, TexCoord).a);\n"
+"#ifdef USEALPHAKILL\n"
+"      if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
+"              discard;\n"
+"#endif\n"
+"\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
+"      float alpha = texture2D(Texture_Color, TexCoord).a;\n"
 "      float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
 "      //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
 "      //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
-"      alpha = 1.0;\n"
 "#endif\n"
 "\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      vec3 surfacenormal = normalize(mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5));\n"
+"      vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
 "#else\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5));\n"
-"#endif\n"
-"\n"
-"      // fade the normal in fog so that lights don't have to consider fog\n"
-"#ifdef USEFOG\n"
-"      surfacenormal *= FogVertex();\n"
+"      vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = vec4((surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5,0.5,0.5), alpha);\n"
+"      gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
 "}\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
 "uniform mat4 ViewToLight;\n"
 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
 "uniform vec2 ScreenToDepth;\n"
-"uniform float DeferredDiffuseRange;\n"
-"uniform float DeferredSpecularRange;\n"
+"uniform myhalf3 DeferredColor_Ambient;\n"
+"uniform myhalf3 DeferredColor_Diffuse;\n"
+"#ifdef USESPECULAR\n"
+"uniform myhalf3 DeferredColor_Specular;\n"
+"uniform myhalf SpecularPower;\n"
+"#endif\n"
 "void main(void)\n"
 "{\n"
 "      // calculate viewspace pixel position\n"
@@ -1362,60 +1330,74 @@ static const char *builtinshaderstring =
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
 "      // decode viewspace pixel normal\n"
 "      myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
-"      myhalf fade = 1;\n"
-"      myhalf3 surfacenormal = normalmap.rgb * 2 - myhalf3(1,1,1);\n"
-"#ifdef USEFOG\n"
-"      // extract fogged brightness from length of surfacenormal (because it was written this way)\n"
-"      fade *= length(surfacenormal);\n"
-"      surfacenormal = normalize(surfacenormal);\n"
-"#endif\n"
+"      myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
 "      // surfacenormal = pixel normal in viewspace\n"
 "      // LightVector = pixel to light in viewspace\n"
 "      // CubeVector = position in lightspace\n"
 "      // eyevector = pixel to view in viewspace\n"
 "      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
-"      fade *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"      myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
 "#ifdef USEDIFFUSE\n"
-"      // get the light normal\n"
-"      myhalf3 diffusenormal = myhalf3(normalize(LightPosition - position));\n"
 "      // calculate diffuse shading\n"
-"      myhalf diffuse = AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"# ifdef USESPECULAR\n"
+"      myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
+"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
 "      // calculate directional shading\n"
 "      vec3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
 "#  else\n"
-"      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#  endif\n"
-"# else\n"
-"      myhalf specular = 0;\n"
-"# endif\n"
-"#else\n"
-"      myhalf diffuse = 1;\n"
-"      myhalf specular = 0;\n"
 "#endif\n"
 "\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
 "      fade *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "\n"
-"      diffuse *= DeferredDiffuseRange;\n"
-"      specular *= DeferredSpecularRange;\n"
+"#ifdef USEDIFFUSE\n"
+"      gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
+"#else\n"
+"      gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"      gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
+"#else\n"
+"      gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
+"#endif\n"
 "\n"
-"      myhalf3 lightcolor = TintColor.rgb * fade;\n"
 "# ifdef USECUBEFILTER\n"
-"      lightcolor *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
+"      vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
+"      gl_FragData[0] *= cubecolor;\n"
+"      gl_FragData[1] *= cubecolor;\n"
 "# endif\n"
-"\n"
-"      gl_FragData[0] = vec4(lightcolor * diffuse, 1.0);\n"
-"      gl_FragData[1] = vec4(lightcolor * specular, 1.0);\n"
 "}\n"
 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform float DeferredDiffuseRange;\n"
-"uniform float DeferredSpecularRange;\n"
+"uniform myhalf3 DeferredMod_Diffuse;\n"
+"uniform myhalf3 DeferredMod_Specular;\n"
+"#endif\n"
+"uniform myhalf3 Color_Ambient;\n"
+"uniform myhalf3 Color_Diffuse;\n"
+"uniform myhalf3 Color_Specular;\n"
+"uniform myhalf SpecularPower;\n"
+"#ifdef USEGLOW\n"
+"uniform myhalf3 Color_Glow;\n"
+"#endif\n"
+"uniform myhalf Alpha;\n"
+"#ifdef USEREFLECTION\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform myhalf4 ReflectColor;\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform myhalf3 LightColor;\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform myhalf3 LightColor;\n"
 "#endif\n"
 "void main(void)\n"
 "{\n"
@@ -1427,6 +1409,11 @@ static const char *builtinshaderstring =
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
 "      myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USEALPHAKILL\n"
+"      if (color.a < 0.5)\n"
+"              discard;\n"
+"#endif\n"
+"      color.a *= Alpha;\n"
 "#ifdef USECOLORMAPPING\n"
 "      color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
@@ -1440,70 +1427,45 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      // get the surface normal\n"
-"#ifdef USEDIFFUSE\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
 "      myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
-"# else\n"
+"#else\n"
 "      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
-"# endif\n"
 "#endif\n"
 "\n"
-"      // get the gloss color\n"
+"      // get the material colors\n"
+"      myhalf3 diffusetex = color.rgb;\n"
 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
 "# ifdef USEVERTEXTEXTUREBLEND\n"
-"      myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"      myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
 "# else\n"
-"      myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
+"      myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
 "# endif\n"
 "#endif\n"
 "\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      myhalf3 deferredcolor = color.rgb * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredDiffuseRange + glosscolor.rgb * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredSpecularRange;\n"
-"#endif\n"
 "\n"
 "\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // light source\n"
-"\n"
-"      // calculate surface normal, light normal, and specular normal\n"
-"      // compute color intensity for the two textures (colormap and glossmap)\n"
-"      // scale by light color and attenuation as efficiently as possible\n"
-"      // (do as much scalar math as possible rather than vector math)\n"
-"# ifdef USEDIFFUSE\n"
-"      // get the light normal\n"
-"      myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
-"# endif\n"
-"# ifdef USESPECULAR\n"
-"#  ifndef USEEXACTSPECULARMATH\n"
-"      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
-"\n"
-"#  endif\n"
-"      // calculate directional shading\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
-"#  else\n"
-"      color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
-"#  endif\n"
-"# else\n"
-"#  ifdef USEDIFFUSE\n"
-"      // calculate directional shading\n"
-"      color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
-"#  else\n"
-"      // calculate directionless shading\n"
-"      color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#  endif\n"
-"# endif\n"
-"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
-"#if !showshadowmap\n"
-"    color.rgb *= ShadowMapCompare(CubeVector);\n"
+"      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
+"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
+"#ifdef USESPECULAR\n"
+"#ifdef USEEXACTSPECULARMATH\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"#else\n"
+"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
+"      color.rgb += glosstex * (specular * Color_Specular);\n"
+"#endif\n"
+"      color.rgb *= LightColor;\n"
+"      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"      color.rgb *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
-"\n"
 "# ifdef USECUBEFILTER\n"
-"      // apply light cubemap filter\n"
-"      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
 "      color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
 "# endif\n"
 "#endif // MODE_LIGHTSOURCE\n"
@@ -1512,43 +1474,20 @@ static const char *builtinshaderstring =
 "\n"
 "\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
-"      // directional model lighting\n"
-"# ifdef USEDIFFUSE\n"
-"      // get the light normal\n"
-"      myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
-"# endif\n"
-"# ifdef USESPECULAR\n"
-"      // calculate directional shading\n"
-"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
-"#  else\n"
-"      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
-"      color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#  endif\n"
-"# else\n"
-"#  ifdef USEDIFFUSE\n"
-"\n"
-"      // calculate directional shading\n"
-"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#  else\n"
-"      color.rgb *= AmbientColor;\n"
-"#  endif\n"
-"# endif\n"
+"#define SHADING\n"
+"      myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
+"#define lightcolor LightColor\n"
 "#endif // MODE_LIGHTDIRECTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
-"\n"
-"      // get the light normal\n"
-"      myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      myhalf3 diffusenormal;\n"
-"      diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
-"      diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
-"      diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
+"#define SHADING\n"
+"      // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
+"      myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
+"      myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+"      // convert modelspace light vector to tangentspace\n"
+"      myhalf3 lightnormal;\n"
+"      lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+"      lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+"      lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
 "      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
 "      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
 "      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
@@ -1558,97 +1497,67 @@ static const char *builtinshaderstring =
 "      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
 "      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
 "      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
-"              // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
-"# ifdef USESPECULAR\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
-"#  else\n"
-"      myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
-"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#  endif\n"
-"# endif\n"
-"\n"
-"      // apply lightmap color\n"
-"      color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+"      lightcolor *= recip(max(0.25, lightnormal.z));\n"
 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"\n"
-"\n"
-"\n"
-"\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"#define SHADING\n"
 "      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"\n"
-"      // get the light normal\n"
-"      myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
-"# ifdef USESPECULAR\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
-"#  else\n"
-"      myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
-"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#  endif\n"
-"# endif\n"
-"\n"
-"      // apply lightmap color\n"
-"      color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"      myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
+"      myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+"#endif\n"
 "\n"
 "\n"
 "\n"
 "\n"
 "#ifdef MODE_LIGHTMAP\n"
-"      // apply lightmap color\n"
-"      color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
+"      color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
 "#endif // MODE_LIGHTMAP\n"
-"\n"
-"\n"
-"\n"
-"\n"
 "#ifdef MODE_VERTEXCOLOR\n"
-"      // apply lightmap color\n"
-"      color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
+"      color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
 "#endif // MODE_VERTEXCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
 "#ifdef MODE_FLATCOLOR\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
 "#endif // MODE_FLATCOLOR\n"
 "\n"
 "\n"
 "\n"
 "\n"
+"#ifdef SHADING\n"
+"# ifdef USEDIFFUSE\n"
+"      myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"#  ifdef USESPECULAR\n"
+"#   ifdef USEEXACTSPECULARMATH\n"
+"      myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"#   else\n"
+"      myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
+"      myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"#   endif\n"
+"      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
+"#  else\n"
+"      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
+"#  endif\n"
+"# else\n"
+"      color.rgb = diffusetex * Color_Ambient;\n"
+"# endif\n"
+"#endif\n"
 "\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"      color *= TintColor;\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"      color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
+"      color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
+"#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
-"      color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
+"      color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
 "#else\n"
-"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
+"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
 "#endif\n"
 "#endif\n"
 "\n"
-"      color.rgb *= SceneBrightness;\n"
-"\n"
-"      // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
 "#ifdef USEFOG\n"
 "      color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
 "#endif\n"
 "\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"      color.rgb += deferredcolor;\n"
-"#endif\n"
-"\n"
 "      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
 "#ifdef USEREFLECTION\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
@@ -1669,33 +1578,6 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      gl_FragColor = vec4(color);\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"#if showshadowmap\n"
-"# ifdef USESHADOWMAPRECT\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"      gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
-"#  else\n"
-"      gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
-"#  endif\n"
-"# endif\n"
-"# ifdef USESHADOWMAP2D\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
-"#  else\n"
-"    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
-"#  endif\n"
-"# endif\n"
-"\n"
-"# ifdef USESHADOWMAPCUBE\n"
-"#  ifdef USESHADOWSAMPLER\n"
-"    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
-"#  else\n"
-"    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
-"#  endif\n"
-"# endif\n"
-"#endif\n"
-"#endif // !MODE_LIGHTSOURCE\n"
 "}\n"
 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
 "#endif // !MODE_DEFERREDGEOMETRY\n"
@@ -1755,8 +1637,9 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
        SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
        SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_LIMIT = 1<<25, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 25 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+       SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -1788,6 +1671,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESHADOWSAMPLER\n", " shadowsampler"},
        {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
+       {"#define USEALPHAKILL\n", " alphakill"},
 };
 
 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
@@ -1873,49 +1757,49 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
-       int loc_FogColor;
-       int loc_LightPosition;
-       int loc_EyePosition;
+       int loc_Alpha;
+       int loc_BloomBlur_Parameters;
+       int loc_ClientTime;
+       int loc_Color_Ambient;
+       int loc_Color_Diffuse;
+       int loc_Color_Specular;
+       int loc_Color_Glow;
        int loc_Color_Pants;
        int loc_Color_Shirt;
+       int loc_DeferredColor_Ambient;
+       int loc_DeferredColor_Diffuse;
+       int loc_DeferredColor_Specular;
+       int loc_DeferredMod_Diffuse;
+       int loc_DeferredMod_Specular;
+       int loc_DistortScaleRefractReflect;
+       int loc_EyePosition;
+       int loc_FogColor;
+       int loc_FogHeightFade;
        int loc_FogPlane;
        int loc_FogPlaneViewDist;
        int loc_FogRangeRecip;
-       int loc_FogHeightFade;
-       int loc_AmbientScale;
-       int loc_DiffuseScale;
-       int loc_SpecularScale;
-       int loc_SpecularPower;
-       int loc_GlowColor;
-       int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
-       int loc_OffsetMapping_Scale;
-       int loc_TintColor;
-       int loc_AmbientColor;
-       int loc_DiffuseColor;
-       int loc_SpecularColor;
+       int loc_LightColor;
        int loc_LightDir;
-       int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
-       int loc_GammaCoeff; ///< 1 / gamma
-       int loc_DistortScaleRefractReflect;
-       int loc_ScreenScaleRefractReflect;
-       int loc_ScreenCenterRefractReflect;
-       int loc_RefractColor;
+       int loc_LightPosition;
+       int loc_OffsetMapping_Scale;
+       int loc_PixelSize;
        int loc_ReflectColor;
        int loc_ReflectFactor;
        int loc_ReflectOffset;
+       int loc_RefractColor;
+       int loc_Saturation;
+       int loc_ScreenCenterRefractReflect;
+       int loc_ScreenScaleRefractReflect;
+       int loc_ScreenToDepth;
+       int loc_ShadowMap_Parameters;
+       int loc_ShadowMap_TextureScale;
+       int loc_SpecularPower;
        int loc_UserVec1;
        int loc_UserVec2;
        int loc_UserVec3;
        int loc_UserVec4;
-       int loc_ClientTime;
-       int loc_PixelSize;
-       int loc_Saturation;
-       int loc_ShadowMap_TextureScale;
-       int loc_ShadowMap_Parameters;
-       int loc_ScreenToDepth;
+       int loc_ViewTintColor;
        int loc_ViewToLight;
-       int loc_DeferredDiffuseRange;
-       int loc_DeferredSpecularRange;
 }
 r_glsl_permutation_t;
 
@@ -2051,6 +1935,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                qglUseProgramObjectARB(p->program);CHECKGLERROR
                // look up all the uniform variable names we care about, so we don't
                // have to look them up every time we set them
+
                p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
                p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
                p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
@@ -2062,15 +1947,15 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
                p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
                p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
-               p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
                p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
                p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               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");
-               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
-               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
                p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
                p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
                p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
                p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
@@ -2079,49 +1964,49 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
                p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
                p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
-               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
-               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
-               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
+               p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
+               p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
+               p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
+               p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
+               p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
+               p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
+               p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
                p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
                p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
+               p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
+               p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
+               p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
+               p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
+               p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
+               p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
+               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
+               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
+               p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
                p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
                p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
                p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
-               p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
-               p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
-               p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
-               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
-               p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
-               p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
-               p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
-               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
-               p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
-               p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
-               p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
-               p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
+               p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
                p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
-               p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
-               p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
-               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
-               p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
-               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
+               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
+               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
                p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
                p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
                p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
-               p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
+               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
+               p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
+               p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
+               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
+               p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
+               p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
+               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
                p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
                p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
                p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
                p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
-               p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
-               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
-               p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
-               p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
-               p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
-               p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
+               p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
                p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
-               p->loc_DeferredDiffuseRange       = qglGetUniformLocationARB(p->program, "DeferredDiffuseRange");
-               p->loc_DeferredSpecularRange      = qglGetUniformLocationARB(p->program, "DeferredSpecularRange");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
                if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
@@ -2345,8 +2230,6 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                mode = SHADERMODE_DEFERREDGEOMETRY;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
                if (r_glsl_offsetmapping.integer)
                {
                        permutation |= SHADERPERMUTATION_OFFSETMAPPING;
@@ -2357,7 +2240,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
        else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
                // light source
-               mode = r_shadow_usingdeferredprepass ? SHADERMODE_DEFERREDLIGHTSOURCE : SHADERMODE_LIGHTSOURCE;
+               mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
@@ -2393,6 +2276,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
        {
                // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_FLATCOLOR;
+               ambientscale = diffusescale = specularscale = 0;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
@@ -2495,85 +2379,48 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
        if(permutation & SHADERPERMUTATION_SPECULAR)
                if(r_shadow_glossexact.integer)
                        permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
+       if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
+               permutation |= SHADERPERMUTATION_ALPHAKILL;
        R_SetupShader_SetPermutation(mode, permutation);
-       if (mode == SHADERMODE_DEFERREDLIGHTSOURCE)
-       {
-               // this is the location of the light in view space
-               vec3_t viewlightorigin;
-               // this transforms from view space (camera) to light space (cubemap)
-               matrix4x4_t viewtolight;
-               matrix4x4_t lighttoview;
-               float viewtolight16f[16];
-               Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rsurface.rtlight->shadoworigin, viewlightorigin);
-               Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rsurface.rtlight->matrix_lighttoworld);
-               Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
-               Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
-               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
-               if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f);
-               if (permutation & SHADERPERMUTATION_DIFFUSE)
-               {
-                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
-                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
-                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
-               }
-               else
-               {
-                       // ambient only is simpler
-                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
-                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
-                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
-               }
-               // additive passes are only darkened by fog, not tinted
-               if (r_glsl_permutation->loc_FogColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               if (r_glsl_permutation->loc_DeferredDiffuseRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredDiffuseRange, 1.0f / r_shadow_deferred_8bitrange.value);
-               if (r_glsl_permutation->loc_DeferredSpecularRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredSpecularRange, 1.0f / r_shadow_deferred_8bitrange.value);
-       }
-       else if (mode == SHADERMODE_LIGHTSOURCE)
+       if (mode == SHADERMODE_LIGHTSOURCE)
        {
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
-               if (permutation & SHADERPERMUTATION_DIFFUSE)
-               {
-                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
-                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
-                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
-               }
-               else
-               {
-                       // ambient only is simpler
-                       if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
-                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
-                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
-               }
+               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
+               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
+               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
+
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
        }
        else
        {
-               if (mode == SHADERMODE_LIGHTDIRECTION)
+               if (mode == SHADERMODE_FLATCOLOR)
+               {
+                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
+               }
+               else if (mode == SHADERMODE_LIGHTDIRECTION)
                {
-                       if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
-                       if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
-                       if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
-                       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]);
+                       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) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
+                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+                       if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.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_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                }
                else
                {
-                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
-                       if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
-                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
+                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
+                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+                       if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * 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_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
-               if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                {
@@ -2589,10 +2436,10 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
                if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
                if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
-               if (r_glsl_permutation->loc_DeferredDiffuseRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredDiffuseRange, r_shadow_deferred_8bitrange.value * r_refdef.view.colorscale);
-               if (r_glsl_permutation->loc_DeferredSpecularRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredSpecularRange, r_shadow_deferred_8bitrange.value * r_refdef.view.colorscale * specularscale);
+               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
        }
-       if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
+       if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+       if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
@@ -2612,17 +2459,74 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
        if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
        if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-       if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
+       if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+       if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+       CHECKGLERROR
+}
+
+void R_SetupDeferredLightShader(const rtlight_t *rtlight)
+{
+       // select a permutation of the lighting shader appropriate to this
+       // combination of texture, entity, light source, and fogging, only use the
+       // minimum features necessary to avoid wasting rendering time in the
+       // fragment shader on features that are not being used
+       unsigned int permutation = 0;
+       unsigned int mode = 0;
+       const float *lightcolorbase = rtlight->currentcolor;
+       float ambientscale = rtlight->ambientscale;
+       float diffusescale = rtlight->diffusescale;
+       float specularscale = rtlight->specularscale;
+       // this is the location of the light in view space
+       vec3_t viewlightorigin;
+       // this transforms from view space (camera) to light space (cubemap)
+       matrix4x4_t viewtolight;
+       matrix4x4_t lighttoview;
+       float viewtolight16f[16];
+       float range = 1.0f / r_shadow_deferred_8bitrange.value;
+       // light source
+       mode = SHADERMODE_DEFERREDLIGHTSOURCE;
+       if (rtlight->currentcubemap != r_texture_whitecube)
+               permutation |= SHADERPERMUTATION_CUBEFILTER;
+       if (diffusescale > 0)
+               permutation |= SHADERPERMUTATION_DIFFUSE;
+       if (specularscale > 0)
        {
-               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
+               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+               if (r_shadow_glossexact.integer)
+                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
        }
-       else
+       if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
        {
-               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
+               if (r_shadow_usingshadowmaprect)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+               if (r_shadow_usingshadowmap2d)
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+               if (r_shadow_usingshadowmapcube)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+               else if(r_shadow_shadowmapvsdct)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
+
+               if (r_shadow_shadowmapsampler)
+                       permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+               if (r_shadow_shadowmappcf > 1)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+               else if (r_shadow_shadowmappcf)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
        }
-       if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+       R_SetupShader_SetPermutation(mode, permutation);
+       Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
+       Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
+       Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
+       Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
+       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+       if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f);
+       if (r_glsl_permutation->loc_DeferredColor_Ambient  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+       if (r_glsl_permutation->loc_DeferredColor_Diffuse  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+       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_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-       CHECKGLERROR
 }
 
 #define SKINFRAME_HASH 1024
@@ -3843,7 +3747,7 @@ static void R_View_UpdateEntityLighting (void)
                }
 
                // fetch the lighting from the worldmodel data
-               VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
+               VectorClear(ent->modellight_ambient);
                VectorClear(ent->modellight_diffuse);
                VectorClear(tempdiffusenormal);
                if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
@@ -4958,7 +4862,21 @@ static void R_BlendView(void)
                        r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                }
                else if (!r_bloomstate.texture_bloom)
+               {
+                       // we may still have to do view tint...
+                       if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
+                       {
+                               // apply a color tint to the whole view
+                               R_ResetViewRendering2D();
+                               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+                               R_Mesh_ColorPointer(NULL, 0, 0);
+                               R_SetupGenericShader(false);
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+                       }
                        break; // no screen processing, no bloom, skip it
+               }
 
                if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
                {
@@ -4981,8 +4899,8 @@ static void R_BlendView(void)
                R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
                        R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
-               if (r_glsl_permutation->loc_TintColor >= 0)
-                       qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               if (r_glsl_permutation->loc_ViewTintColor >= 0)
+                       qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                if (r_glsl_permutation->loc_ClientTime >= 0)
                        qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
                if (r_glsl_permutation->loc_PixelSize >= 0)
@@ -5067,7 +4985,7 @@ void R_UpdateVariables(void)
 {
        R_Textures_Frame();
 
-       r_refdef.scene.ambient = r_ambient.value;
+       r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
 
        r_refdef.farclip = r_farclip_base.value;
        if (r_refdef.scene.worldmodel)
@@ -5736,7 +5654,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
        }
-       else if (rsurface.ent_color[3] < 1)
+       else if (rsurface.colormod[3] < 1)
        {
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_DepthMask(false);
@@ -5756,10 +5674,10 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        R_Mesh_ColorPointer(color4f, 0, 0);
        for (i = 0, c = color4f;i < 6;i++, c += 4)
        {
-               c[0] *= rsurface.ent_color[0];
-               c[1] *= rsurface.ent_color[1];
-               c[2] *= rsurface.ent_color[2];
-               c[3] *= rsurface.ent_color[3];
+               c[0] *= rsurface.colormod[0];
+               c[1] *= rsurface.colormod[1];
+               c[2] *= rsurface.colormod[2];
+               c[3] *= rsurface.colormod[3];
        }
        if (r_refdef.fogenabled)
        {
@@ -5940,9 +5858,9 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->blendfunc2 = blendfunc2;
        layer->texture = texture;
        layer->texmatrix = *matrix;
-       layer->color[0] = r * r_refdef.view.colorscale;
-       layer->color[1] = g * r_refdef.view.colorscale;
-       layer->color[2] = b * r_refdef.view.colorscale;
+       layer->color[0] = r;
+       layer->color[1] = g;
+       layer->color[2] = b;
        layer->color[3] = a;
 }
 
@@ -6127,7 +6045,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
 
        t->currentmaterialflags = t->basematerialflags;
-       t->currentalpha = rsurface.ent_color[3];
+       t->currentalpha = rsurface.colormod[3];
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
                t->currentalpha *= r_wateralpha.value;
        if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
@@ -6222,7 +6140,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
        }
 
-       Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
+       Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
        VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
        if (t->currentmaterialflags & MATERIALFLAG_WALL)
@@ -6267,7 +6185,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        vec3_t ambientcolor;
                        float colorscale;
                        // set the color tint used for lights affecting this surface
-                       VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
+                       VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
                        colorscale = 2;
                        // q3bsp has no lightmap updates, so the lightstylevalue that
                        // would normally be baked into the lightmap must be
@@ -6276,7 +6194,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        if (model->type == mod_brushq3)
                                colorscale *= r_refdef.scene.rtlightstylevalue[0];
                        colorscale *= r_refdef.lightmapintensity;
-                       VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
+                       VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
                        VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
                        // basic lit geometry
                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
@@ -6296,7 +6214,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        }
                }
                if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
+                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
                if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
                {
                        // if this is opaque use alpha blend which will darken the earlier
@@ -6351,7 +6269,6 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = 0;
-       Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
        rsurface.ent_flags = r_refdef.scene.worldentity->flags;
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
@@ -6371,7 +6288,9 @@ void RSurf_ActiveWorldEntity(void)
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
        VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
        VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
-       VectorSet(rsurface.glowmod, 1, 1, 1);
+       VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
+       rsurface.colormod[3] = 1;
+       VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
        memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
        rsurface.frameblend[0].lerp = 1;
        rsurface.ent_alttextures = false;
@@ -6422,7 +6341,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
-void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
 {
        dp_model_t *model = ent->model;
        //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
@@ -6432,7 +6351,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.ent_skinnum = ent->skinnum;
        rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
        rsurface.ent_shadertime = ent->shadertime;
-       Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
        rsurface.ent_flags = ent->flags;
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
@@ -6452,12 +6370,14 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
        VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
-       VectorCopy(ent->glowmod, rsurface.glowmod);
+       VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
+       rsurface.colormod[3] = ent->alpha;
+       VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
        memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
        rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
-       if (ent->model->brush.submodel)
+       if (ent->model->brush.submodel && !prepass)
        {
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
@@ -6560,7 +6480,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = shadertime;
-       Vector4Set(rsurface.ent_color, r, g, b, a);
        rsurface.ent_flags = entflags;
        rsurface.modelnum_vertices = numvertices;
        rsurface.modelnum_triangles = numtriangles;
@@ -6582,7 +6501,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
        VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
        VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
-       VectorSet(rsurface.glowmod, 1, 1, 1);
+       Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
+       VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
        memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
        rsurface.frameblend[0].lerp = 1;
        rsurface.ent_alttextures = false;
@@ -7519,9 +7439,9 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msur
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
                {
-                       c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
-                       c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
-                       c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
+                       c2[0] = c[0] + r_refdef.scene.ambient;
+                       c2[1] = c[1] + r_refdef.scene.ambient;
+                       c2[2] = c[2] + r_refdef.scene.ambient;
                        c2[3] = c[3];
                }
        }
@@ -7837,7 +7757,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        {
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass);
        }
 
        if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
@@ -8279,17 +8199,17 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
        else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
-               RSurf_ActiveModelEntity(ent, false, false);
+               RSurf_ActiveModelEntity(ent, false, false, false);
        else
        {
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-                       RSurf_ActiveModelEntity(ent, true, true);
+                       RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-                       RSurf_ActiveModelEntity(ent, true, false);
+                       RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }
        }
@@ -8760,7 +8680,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                R_DecalSystem_Reset(decalsystem);
        decalsystem->model = model;
 
-       RSurf_ActiveModelEntity(ent, false, false);
+       RSurf_ActiveModelEntity(ent, false, false, false);
 
        Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
        Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
@@ -9081,7 +9001,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
        else
-               RSurf_ActiveModelEntity(ent, false, false);
+               RSurf_ActiveModelEntity(ent, false, false, false);
 
        decalsystem->lastupdatetime = cl.time;
        decal = decalsystem->decals;
@@ -9471,21 +9391,21 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
        else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
-               RSurf_ActiveModelEntity(ent, false, false);
+               RSurf_ActiveModelEntity(ent, false, false, false);
        else if (prepass)
-               RSurf_ActiveModelEntity(ent, true, true);
+               RSurf_ActiveModelEntity(ent, true, true, true);
        else if (depthonly)
-               RSurf_ActiveModelEntity(ent, false, false);
+               RSurf_ActiveModelEntity(ent, false, false, false);
        else
        {
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-                       RSurf_ActiveModelEntity(ent, true, true);
+                       RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-                       RSurf_ActiveModelEntity(ent, true, false);
+                       RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }
        }