]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
changed format of builtin shader strings to use comma separated lines,
[xonotic/darkplaces.git] / gl_rmain.c
index 96781c8f42f34d79986ec4d57bff82744a018ba9..5b816ae6a3f59cf9f1c6c3c82982e8f2471d2756 100644 (file)
@@ -602,13 +602,17 @@ static void R_BuildFogHeightTexture(void)
 
 //=======================================================================================================================================================
 
-static const char *builtinshaderstring =
+static const char *builtinshaderstrings[] =
+{
 #include "shader_glsl.h"
-;
+0
+};
 
-const char *builtinhlslshaderstring =
+const char *builtinhlslshaderstrings[] =
+{
 #include "shader_hlsl.h"
-;
+0
+};
 
 char *glslshaderstring = NULL;
 char *hlslshaderstring = NULL;
@@ -624,9 +628,7 @@ shaderpermutationinfo_t;
 
 typedef struct shadermodeinfo_s
 {
-       const char *vertexfilename;
-       const char *geometryfilename;
-       const char *fragmentfilename;
+       const char *filename;
        const char *pretext;
        const char *name;
 }
@@ -671,46 +673,44 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
+       {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
 {
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
+       {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
+       {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
 struct r_glsl_permutation_s;
@@ -975,25 +975,68 @@ static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned
        return p;
 }
 
-static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
+static char *R_ShaderStrCat(const char **strings)
+{
+       char *string, *s;
+       const char **p = strings;
+       const char *t;
+       size_t len = 0;
+       for (p = strings;(t = *p);p++)
+               len += strlen(t);
+       len++;
+       s = string = Mem_Alloc(r_main_mempool, len);
+       len = 0;
+       for (p = strings;(t = *p);p++)
+       {
+               len = strlen(t);
+               memcpy(s, t, len);
+               s += len;
+       }
+       *s = 0;
+       return string;
+}
+
+static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
 {
        char *shaderstring;
        if (!filename || !filename[0])
                return NULL;
+       // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
        if (!strcmp(filename, "glsl/default.glsl"))
        {
+               if (builtinonly)
+                       return R_ShaderStrCat(builtinshaderstrings);
                if (!glslshaderstring)
                {
                        glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
                        if (glslshaderstring)
                                Con_DPrintf("Loading shaders from file %s...\n", filename);
                        else
-                               glslshaderstring = (char *)builtinshaderstring;
+                               glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
                }
                shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
                memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
                return shaderstring;
        }
+       if (!strcmp(filename, "hlsl/default.hlsl"))
+       {
+               if (builtinonly)
+                       return R_ShaderStrCat(builtinhlslshaderstrings);
+               if (!hlslshaderstring)
+               {
+                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (hlslshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
+               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
+               return shaderstring;
+       }
+       // we don't have builtin strings for any other files
+       if (builtinonly)
+               return NULL;
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -1009,7 +1052,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        int i;
        int sampler;
        shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
-       char *vertexstring, *geometrystring, *fragmentstring;
+       char *sourcestring;
        char permutationname[256];
        int vertstrings_count = 0;
        int geomstrings_count = 0;
@@ -1024,11 +1067,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        p->program = 0;
 
        permutationname[0] = 0;
-       vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
+       sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
 
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
 
        // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
        if(vid.support.gl20shaders130)
@@ -1082,17 +1123,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        fragstrings_count += shaderstaticparms_count;
 
        // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
+       vertstrings_list[vertstrings_count++] = sourcestring;
+       geomstrings_list[geomstrings_count++] = sourcestring;
+       fragstrings_list[fragstrings_count++] = sourcestring;
 
        // compile the shader program
        if (vertstrings_count + geomstrings_count + fragstrings_count)
@@ -1258,12 +1291,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
 
        // free the strings
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
+       if (sourcestring)
+               Mem_Free(sourcestring);
 }
 
 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
@@ -1295,7 +1324,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int per
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
                                        qglUseProgram(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
@@ -1436,35 +1465,6 @@ static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned
        return p;
 }
 
-static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
-{
-       char *shaderstring;
-       if (!filename || !filename[0])
-               return NULL;
-       if (!strcmp(filename, "hlsl/default.hlsl"))
-       {
-               if (!hlslshaderstring)
-               {
-                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (hlslshaderstring)
-                               Con_DPrintf("Loading shaders from file %s...\n", filename);
-                       else
-                               hlslshaderstring = (char *)builtinhlslshaderstring;
-               }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
-               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
-               return shaderstring;
-       }
-       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-       if (shaderstring)
-       {
-               if (printfromdisknotice)
-                       Con_DPrintf("from disk %s... ", filename);
-               return shaderstring;
-       }
-       return shaderstring;
-}
-
 #include <d3dx9.h>
 //#include <d3dx9shader.h>
 //#include <d3dx9mesh.h>
@@ -1613,7 +1613,7 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
        int geomstring_length = 0;
        int fragstring_length = 0;
        char *t;
-       char *vertexstring, *geometrystring, *fragmentstring;
+       char *sourcestring;
        char *vertstring, *geomstring, *fragstring;
        char permutationname[256];
        char cachename[256];
@@ -1632,11 +1632,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
 
        permutationname[0] = 0;
        cachename[0] = 0;
-       vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
+       sourcestring = R_GetShaderText(modeinfo->filename, true, false);
 
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
        strlcat(cachename, "hlsl/", sizeof(cachename));
 
        // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
@@ -1695,17 +1693,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
                        cachename[i] = '_';
 
        // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
+       vertstrings_list[vertstrings_count++] = sourcestring;
+       geomstrings_list[geomstrings_count++] = sourcestring;
+       fragstrings_list[fragstrings_count++] = sourcestring;
 
        vertstring_length = 0;
        for (i = 0;i < vertstrings_count;i++)
@@ -1743,12 +1733,8 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
                Mem_Free(geomstring);
        if (fragstring)
                Mem_Free(fragstring);
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
+       if (sourcestring)
+               Mem_Free(sourcestring);
 }
 
 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
@@ -1794,7 +1780,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
                                        r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
                                        return; // no bit left to clear, entire mode is broken
                                }
@@ -1820,10 +1806,10 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per
 void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
-       if (glslshaderstring && glslshaderstring != builtinshaderstring)
+       if (glslshaderstring)
                Mem_Free(glslshaderstring);
        glslshaderstring = NULL;
-       if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
+       if (hlslshaderstring)
                Mem_Free(hlslshaderstring);
        hlslshaderstring = NULL;
        switch(vid.renderpath)
@@ -1883,42 +1869,44 @@ void R_GLSL_Restart_f(void)
 
 static void R_GLSL_DumpShader_f(void)
 {
-       int i;
+       int i, language, mode, dupe;
+       char *text;
+       shadermodeinfo_t *modeinfo;
        qfile_t *file;
 
-       file = FS_OpenRealFile("glsl/default.glsl", "w", false);
-       if (file)
+       for (language = 0;language < 2;language++)
        {
-               FS_Print(file, "/* The engine may define the following macros:\n");
-               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-               for (i = 0;i < SHADERMODE_COUNT;i++)
-                       FS_Print(file, glslshadermodeinfo[i].pretext);
-               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       FS_Print(file, shaderpermutationinfo[i].pretext);
-               FS_Print(file, "*/\n");
-               FS_Print(file, builtinshaderstring);
-               FS_Close(file);
-               Con_Printf("glsl/default.glsl written\n");
-       }
-       else
-               Con_Printf("failed to write to glsl/default.glsl\n");
-
-       file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
-       if (file)
-       {
-               FS_Print(file, "/* The engine may define the following macros:\n");
-               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-               for (i = 0;i < SHADERMODE_COUNT;i++)
-                       FS_Print(file, hlslshadermodeinfo[i].pretext);
-               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       FS_Print(file, shaderpermutationinfo[i].pretext);
-               FS_Print(file, "*/\n");
-               FS_Print(file, builtinhlslshaderstring);
-               FS_Close(file);
-               Con_Printf("hlsl/default.hlsl written\n");
+               modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
+               for (mode = 0;mode < SHADERMODE_COUNT;mode++)
+               {
+                       // don't dump the same file multiple times (most or all shaders come from the same file)
+                       for (dupe = mode - 1;dupe >= 0;dupe--)
+                               if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
+                                       break;
+                       if (dupe >= 0)
+                               continue;
+                       text = R_GetShaderText(modeinfo[mode].filename, false, true);
+                       if (!text)
+                               continue;
+                       file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
+                       if (file)
+                       {
+                               FS_Print(file, "/* The engine may define the following macros:\n");
+                               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+                               for (i = 0;i < SHADERMODE_COUNT;i++)
+                                       FS_Print(file, modeinfo[i].pretext);
+                               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                                       FS_Print(file, shaderpermutationinfo[i].pretext);
+                               FS_Print(file, "*/\n");
+                               FS_Print(file, text);
+                               FS_Close(file);
+                               Con_Printf("%s written\n", modeinfo[mode].filename);
+                       }
+                       else
+                               Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
+                       Mem_Free(text);
+               }
        }
-       else
-               Con_Printf("failed to write to hlsl/default.hlsl\n");
 }
 
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
@@ -2037,41 +2025,6 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean
        }
 }
 
-void R_SetupShader_ShowDepth(qboolean notrippy)
-{
-       int permutation = 0;
-       if (r_trippy.integer && !notrippy)
-               permutation |= SHADERPERMUTATION_TRIPPY;
-       if (vid.allowalphatocoverage)
-               GL_AlphaToCoverage(false);
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTHLSL
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               break;
-       case RENDERPATH_GL11:
-               break;
-       case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
-               break;
-       }
-}
-
 extern qboolean r_shadow_usingdeferredprepass;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;