]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Merge remote branch 'origin/master' into akari/irc
[xonotic/darkplaces.git] / r_shadow.c
index 5b2a8190b38327019a438c751ec629f850caaca0..76dd1fabb0a8eba63bd281b21b5199be14d955db 100644 (file)
@@ -267,7 +267,9 @@ char r_shadow_mapname[MAX_QPATH];
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
+#ifndef USE_GLES2
+static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
+#endif
 
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
@@ -320,25 +322,23 @@ cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
-cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
-cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
-cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
-cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
-cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
+cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
@@ -372,8 +372,6 @@ typedef struct r_shadow_bouncegrid_settings_s
        int photons;
        float spacing[3];
        int stablerandom;
-       float airstepmax;
-       float airstepsize;
 }
 r_shadow_bouncegrid_settings_t;
 
@@ -743,8 +741,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
@@ -756,12 +752,12 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
@@ -1958,7 +1954,7 @@ void R_Shadow_RenderMode_Begin(void)
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
        GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-
+       
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
        if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
@@ -2034,7 +2030,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
        R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
@@ -2056,7 +2052,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        GL_CullFace(GL_NONE);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(false);
        r_shadow_rendermode = mode;
        switch(mode)
        {
@@ -2118,6 +2114,7 @@ static void R_Shadow_MakeShadowMap(int side, int size)
                return;
        }
 
+#ifndef USE_GLES2
        // render depth into the fbo, do not render color at all
        // validate the fbo now
        if (qglDrawBuffer)
@@ -2125,14 +2122,15 @@ static void R_Shadow_MakeShadowMap(int side, int size)
                int status;
                qglDrawBuffer(GL_NONE);CHECKGLERROR
                qglReadBuffer(GL_NONE);CHECKGLERROR
-               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
                {
                        Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                        Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
                }
        }
+#endif
 }
 
 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
@@ -2168,7 +2166,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        R_Mesh_ResetTextureState();
        R_Shadow_RenderMode_Reset();
        R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -2313,7 +2311,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
-static void R_Shadow_UpdateBounceGridTexture(void)
+void R_Shadow_UpdateBounceGridTexture(void)
 {
 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
        dlight_t *light;
@@ -2353,6 +2351,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        vec3_t lightcolor;
        vec3_t steppos;
        vec3_t stepdelta;
+       vec3_t cullmins, cullmaxs;
        vec_t radius;
        vec_t s;
        vec_t lightintensity;
@@ -2444,21 +2443,19 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
        memset(&settings, 0, sizeof(settings));
        settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
-       settings.airstepmax                    = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
-       settings.airstepsize                   = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
        settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
        settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
        settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
        settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
-       settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0;
-       settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
-       settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
+       settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
+       settings.lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
+       settings.maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
        settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
-       settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
+       settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
        settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
-       settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
-       settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
-       settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
+       settings.spacing[0]                    = r_shadow_bouncegrid_spacing.value;
+       settings.spacing[1]                    = r_shadow_bouncegrid_spacing.value;
+       settings.spacing[2]                    = r_shadow_bouncegrid_spacing.value;
        settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
 
        // bound the values for sanity
@@ -2600,95 +2597,89 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        photoncount = 0;
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               if (settings.staticmode)
+               if (lightindex < range)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (!light || !(light->flags & flag))
+                       if (!light)
                                continue;
                        rtlight = &light->rtlight;
-                       // when static, we skip styled lights because they tend to change...
-                       if (rtlight->style > 0)
+                       VectorClear(rtlight->photoncolor);
+                       rtlight->photons = 0;
+                       if (!(light->flags & flag))
                                continue;
-                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
+                       if (settings.staticmode)
+                       {
+                               // when static, we skip styled lights because they tend to change...
+                               if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
+                                       continue;
+                       }
                }
                else
                {
-                       if (lightindex < range)
-                       {
-                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                               rtlight = &light->rtlight;
-                       }
-                       else
-                               rtlight = r_refdef.scene.lights[lightindex - range];
-                       // draw only visible lights (major speedup)
-                       if (!rtlight->draw)
-                               continue;
-                       VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
+                       rtlight = r_refdef.scene.lights[lightindex - range];
+                       VectorClear(rtlight->photoncolor);
+                       rtlight->photons = 0;
                }
-               if (!VectorLength2(lightcolor))
+               // draw only visible lights (major speedup)
+               radius = rtlight->radius * settings.lightradiusscale;
+               cullmins[0] = rtlight->shadoworigin[0] - radius;
+               cullmins[1] = rtlight->shadoworigin[1] - radius;
+               cullmins[2] = rtlight->shadoworigin[2] - radius;
+               cullmaxs[0] = rtlight->shadoworigin[0] + radius;
+               cullmaxs[1] = rtlight->shadoworigin[1] + radius;
+               cullmaxs[2] = rtlight->shadoworigin[2] + radius;
+               if (R_CullBox(cullmins, cullmaxs))
+                       continue;
+               if (r_refdef.scene.worldmodel
+                && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
                        continue;
+               w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+               if (w * VectorLength2(rtlight->color) == 0.0f)
+                       continue;
+               w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
+               VectorScale(rtlight->color, w, rtlight->photoncolor);
+               //if (!VectorLength2(rtlight->photoncolor))
+               //      continue;
                // shoot particles from this light
                // use a calculation for the number of particles that will not
                // vary with lightstyle, otherwise we get randomized particle
                // distribution, the seeded random is only consistent for a
                // consistent number of particles on this light...
-               radius = rtlight->radius * settings.lightradiusscale;
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
                        lightintensity *= settings.dlightparticlemultiplier;
-               photoncount += max(0.0f, lightintensity * s * s);
+               rtlight->photons = max(0.0f, lightintensity * s * s);
+               photoncount += rtlight->photons;
        }
        photonscaling = (float)settings.photons / max(1, photoncount);
        photonresidual = 0.0f;
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               if (settings.staticmode)
+               if (lightindex < range)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (!light || !(light->flags & flag))
+                       if (!light)
                                continue;
                        rtlight = &light->rtlight;
-                       // when static, we skip styled lights because they tend to change...
-                       if (rtlight->style > 0)
-                               continue;
-                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
                }
                else
-               {
-                       if (lightindex < range)
-                       {
-                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                               rtlight = &light->rtlight;
-                       }
-                       else
-                               rtlight = r_refdef.scene.lights[lightindex - range];
-                       // draw only visible lights (major speedup)
-                       if (!rtlight->draw)
-                               continue;
-                       VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
-               }
-               if (!VectorLength2(lightcolor))
+                       rtlight = r_refdef.scene.lights[lightindex - range];
+               // skip a light with no photons
+               if (rtlight->photons == 0.0f)
                        continue;
-               // shoot particles from this light
-               // use a calculation for the number of particles that will not
-               // vary with lightstyle, otherwise we get randomized particle
-               // distribution, the seeded random is only consistent for a
-               // consistent number of particles on this light...
-               radius = rtlight->radius * settings.lightradiusscale;
-               s = rtlight->radius;
-               lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
-               if (lightindex >= range)
-                       lightintensity *= settings.dlightparticlemultiplier;
-               photonresidual += lightintensity * s * s * photonscaling;
+               // skip a light with no photon color)
+               if (VectorLength2(rtlight->photoncolor) == 0.0f)
+                       continue;
+               photonresidual += rtlight->photons * photonscaling;
                shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
                if (!shootparticles)
                        continue;
                photonresidual -= shootparticles;
+               radius = rtlight->radius * settings.lightradiusscale;
                s = settings.particleintensity / shootparticles;
-               VectorScale(lightcolor, s, baseshotcolor);
-               if (VectorLength2(baseshotcolor) == 0.0f)
-                       break;
+               VectorScale(rtlight->photoncolor, s, baseshotcolor);
                r_refdef.stats.bouncegrid_lights++;
                r_refdef.stats.bouncegrid_particles += shootparticles;
                for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
@@ -2707,10 +2698,10 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                r_refdef.stats.bouncegrid_traces++;
                                //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
                                //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
-                               if (settings.staticmode)
-                                       Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
-                               else
-                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
+                               //if (settings.staticmode)
+                               //      Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
+                               //else
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
                                if (bouncecount > 0 || settings.includedirectlighting)
                                {
                                        // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
@@ -2757,20 +2748,18 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                        }
                                        // calculate the number of steps we need to traverse this distance
                                        VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
-                                       numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
-                                       numsteps = bound(1, numsteps, settings.airstepmax);
+                                       numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
+                                       numsteps = bound(1, numsteps, 1024);
                                        w = 1.0f / numsteps;
                                        VectorScale(stepdelta, w, stepdelta);
                                        VectorMA(clipstart, 0.5f, stepdelta, steppos);
-                                       if (settings.airstepmax == 1)
-                                               VectorCopy(cliptrace.endpos, steppos);
                                        for (step = 0;step < numsteps;step++)
                                        {
                                                r_refdef.stats.bouncegrid_splats++;
                                                // figure out which texture pixel this is in
-                                               texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
-                                               texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
-                                               texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
+                                               texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
+                                               texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
+                                               texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
                                                tex[0] = (int)floor(texlerp[1][0]);
                                                tex[1] = (int)floor(texlerp[1][1]);
                                                tex[2] = (int)floor(texlerp[1][2]);
@@ -2968,7 +2957,7 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
+       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
                r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
@@ -3167,12 +3156,8 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_DepthFunc(GL_EQUAL);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
        RSurf_DrawBatch();
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_DepthFunc(GL_LEQUAL);
 }
 
 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
@@ -3340,8 +3325,8 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
        qboolean negated;
        float lightcolor[3];
        VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
-       ambientscale = rsurface.rtlight->ambientscale;
-       diffusescale = rsurface.rtlight->diffusescale;
+       ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
+       diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
        specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
        if (!r_shadow_usenormalmap.integer)
        {
@@ -3355,30 +3340,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
        if(negated)
        {
                VectorNegate(lightcolor, lightcolor);
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
-               case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#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_SOFT:
-                       DPSOFTRAST_BlendSubtract(true);
-                       break;
-               }
+               GL_BlendEquationSubtract(true);
        }
        RSurf_SetupDepthAndCulling();
        switch (r_shadow_rendermode)
@@ -3401,32 +3363,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                break;
        }
        if(negated)
-       {
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
-               case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#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_SOFT:
-                       DPSOFTRAST_BlendSubtract(false);
-                       break;
-               }
-       }
+               GL_BlendEquationSubtract(false);
 }
 
 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -3632,6 +3569,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        // can hold
        rtlight->cached_numfrustumplanes = 0;
 
+       if (r_trippy.integer)
+               return;
+
        // haven't implemented a culling path for ortho rendering
        if (!r_refdef.view.useperspective)
        {
@@ -4575,7 +4515,7 @@ void R_Shadow_PrepareLights(void)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
        case RENDERPATH_SOFT:
-       case RENDERPATH_GLES2:
+#ifndef USE_GLES2
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -4611,10 +4551,10 @@ void R_Shadow_PrepareLights(void)
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffersARB)
                        {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                {
                                        Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
                                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
@@ -4632,8 +4572,8 @@ void R_Shadow_PrepareLights(void)
                        {
                                qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                {
                                        Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
                                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
@@ -4649,10 +4589,10 @@ void R_Shadow_PrepareLights(void)
                        // with depth bound as attachment as well
                        if (qglDrawBuffersARB)
                        {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                {
                                        Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
                                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
@@ -4660,10 +4600,12 @@ void R_Shadow_PrepareLights(void)
                                }
                        }
                }
+#endif
                break;
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                r_shadow_usingdeferredprepass = false;
                break;
        }
@@ -4671,22 +4613,25 @@ void R_Shadow_PrepareLights(void)
        R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
 
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       if (r_shadow_debuglight.integer >= 0)
+       if (r_shadow_bouncegrid.integer != 2)
        {
-               lightindex = r_shadow_debuglight.integer;
-               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag))
-                       R_Shadow_PrepareLight(&light->rtlight);
-       }
-       else
-       {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
+               if (r_shadow_debuglight.integer >= 0)
                {
+                       lightindex = r_shadow_debuglight.integer;
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
+                       if (light)
                                R_Shadow_PrepareLight(&light->rtlight);
                }
+               else
+               {
+                       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+                       for (lightindex = 0;lightindex < range;lightindex++)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               if (light && (light->flags & flag))
+                                       R_Shadow_PrepareLight(&light->rtlight);
+                       }
+               }
        }
        if (r_refdef.scene.rtdlight)
        {
@@ -4705,8 +4650,6 @@ void R_Shadow_PrepareLights(void)
 
        if (r_editlights.integer)
                R_Shadow_DrawLightSprites();
-
-       R_Shadow_UpdateBounceGridTexture();
 }
 
 void R_Shadow_DrawLights(void)
@@ -4719,23 +4662,26 @@ void R_Shadow_DrawLights(void)
 
        R_Shadow_RenderMode_Begin();
 
-       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       if (r_shadow_debuglight.integer >= 0)
+       if (r_shadow_bouncegrid.integer != 2)
        {
-               lightindex = r_shadow_debuglight.integer;
-               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-               if (light && (light->flags & flag))
-                       R_Shadow_DrawLight(&light->rtlight);
-       }
-       else
-       {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               if (r_shadow_debuglight.integer >= 0)
                {
+                       lightindex = r_shadow_debuglight.integer;
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
+                       if (light)
                                R_Shadow_DrawLight(&light->rtlight);
                }
+               else
+               {
+                       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+                       for (lightindex = 0;lightindex < range;lightindex++)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               if (light && (light->flags & flag))
+                                       R_Shadow_DrawLight(&light->rtlight);
+                       }
+               }
        }
        if (r_refdef.scene.rtdlight)
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
@@ -4912,7 +4858,7 @@ void R_DrawModelShadowMaps(void)
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
        R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -4933,7 +4879,7 @@ void R_DrawModelShadowMaps(void)
 #if 0
        // debugging
        R_Mesh_SetMainRenderTargets();
-       R_SetupShader_ShowDepth();
+       R_SetupShader_ShowDepth(true);
        GL_ColorMask(1,1,1,1);
        GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
 #endif
@@ -5134,7 +5080,7 @@ void R_DrawModelShadows(void)
 
        // apply the blend to the shadowed areas
        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
@@ -5169,6 +5115,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                case RENDERPATH_GL20:
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
                        qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
@@ -5184,6 +5131,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                        Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -5218,10 +5166,12 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                case RENDERPATH_GL20:
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                        CHECKGLERROR
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                        Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -5256,61 +5206,13 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                if(negated)
                {
                        VectorNegate(color, color);
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL11:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_GLES1:
-                       case RENDERPATH_GLES2:
-                               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
-                               break;
-                       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#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_SOFT:
-                               DPSOFTRAST_BlendSubtract(true);
-                               break;
-                       }
+                       GL_BlendEquationSubtract(true);
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
                R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
                if(negated)
-               {
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL11:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_GLES1:
-                       case RENDERPATH_GLES2:
-                               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
-                               break;
-                       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#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_SOFT:
-                               DPSOFTRAST_BlendSubtract(false);
-                               break;
-                       }
-               }
+                       GL_BlendEquationSubtract(false);
        }
 }
 
@@ -5343,6 +5245,7 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+#ifdef GL_SAMPLES_PASSED_ARB
                if (usequery)
                {
                        GL_ColorMask(0,0,0,0);
@@ -5364,8 +5267,9 @@ void R_Shadow_DrawCoronas(void)
                        GL_PolygonOffset(0, 0);
                        GL_DepthTest(true);
                        R_Mesh_ResetTextureState();
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
                }
+#endif
                break;
        case RENDERPATH_D3D9:
                usequery = false;
@@ -6936,6 +6840,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity *= VectorLength(color);
                        VectorMA(sample + 12, intensity, relativepoint, sample + 12);
                }
+               // FIXME: sample bouncegrid too!
        }
 
        if (flags & LP_DYNLIGHT)